fix water specular with Rembrandt
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
This commit is contained in:
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2b87e630bf
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5 changed files with 273 additions and 240 deletions
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@ -138,9 +138,6 @@
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</sea_b>
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<!-- END fog include -->
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<rembrandt>
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<use>/sim/rendering/rembrandt/enabled</use>
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</rembrandt>
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</parameters>
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<generate>
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@ -676,7 +673,7 @@
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</texture-unit>
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<program>
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<vertex-shader>Shaders/water.vert</vertex-shader>
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<vertex-shader>Shaders/water-gbuffer.vert</vertex-shader>
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<fragment-shader>Shaders/water_sine-gbuffer.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
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@ -1064,7 +1061,7 @@
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</texture-unit>
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<program>
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<vertex-shader>Shaders/water.vert</vertex-shader>
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<vertex-shader>Shaders/water-gbuffer.vert</vertex-shader>
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<fragment-shader>Shaders/water-gbuffer.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
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<fragment-shader>Shaders/gbuffer-encode.frag</fragment-shader>
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@ -25,8 +25,8 @@ uniform int Status;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec3 viewerdir;
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// varying vec3 lightdir;
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varying vec3 normal;
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varying vec3 Vnormal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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@ -56,13 +56,8 @@ void main(void)
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// compute direction to viewer
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vec3 E = normalize(viewerdir);
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// compute direction to light source
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//vec3 L = normalize(lightdir);
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// half vector
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//vec3 H = normalize(L + E);
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vec3 Normal = normalize(normal);
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vec3 vNormal = normalize(Vnormal);
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const float water_shininess = 240.0;
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@ -166,11 +161,14 @@ void main(void)
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N0 *= windEffect_low;
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N1 *= windEffect_low;
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vec3 N = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
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N = normalize(N.x * VTangent + N.y * VBinormal + N.z * normal);
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if (normalmap_dds > 0)
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N = -N; //dds fix
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vec3 N2 = normalize(mix(N0, N1, mixFactor) * waveRoughness);
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Normal = normalize(N2.x * VTangent + N2.y * VBinormal + N2.z * Normal);
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vNormal = normalize(mix(vNormal + N0, vNormal + N1, mixFactor) * waveRoughness);
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if (normalmap_dds > 0){
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Normal = -Normal; //dds fix
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vNormal = -vNormal;
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}
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// specular
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//vec3 specular_color = vec3(gl_LightSource[0].diffuse)
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// * pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
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@ -188,27 +186,18 @@ void main(void)
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//vec4 ambient_light = gl_LightSource[0].diffuse;
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vec4 finalColor = refl;
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// if(cover < 1.5){
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// specular = 0.0;
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// }
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float foamSlope = 0.10 + 0.1 * windScale;
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vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
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float waveSlope = N.g;
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float waveSlope = vNormal.g;
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if (windEffect >= 8.0)
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if (waveSlope >= foamSlope){
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finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g));
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finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, vNormal.g));
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}
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//finalColor *= ambient_light;
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//gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
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//finalColor.rgb = fog_Func(finalColor.rgb, fogType);
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//gl_FragColor = finalColor;
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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vec3( 0.3, 0.59, 0.11 ) );
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encode_gbuffer(N, finalColor.rgb, 1, 1.0, water_shininess, emission, gl_FragCoord.z);
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vec3( 0.3, 0.59, 0.11 )
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);
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float specular = smoothstep(0.0, 3.5, cover);
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encode_gbuffer(Normal, finalColor.rgb, 1, specular, 128, emission, gl_FragCoord.z);
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}
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67
Shaders/water-gbuffer.vert
Normal file
67
Shaders/water-gbuffer.vert
Normal file
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@ -0,0 +1,67 @@
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// This shader is mostly an adaptation of the shader found at
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// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
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// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
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// © Michael Horsch - 2005
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// Major update and revisions - 2011-10-07
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// © Emilian Huminiuc and Vivian Meazza
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#version 120
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varying vec4 waterTex1;
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varying vec4 waterTex2;
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varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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uniform float osg_SimulationTime;
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uniform float WindE, WindN;
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uniform int rembrandt_enabled;
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attribute vec3 tangent;
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attribute vec3 binormal;
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/////// functions /////////
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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void main(void)
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{
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mat4 RotationMatrix;
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normal = gl_NormalMatrix * gl_Normal;
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
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vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
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float Angle;
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float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05;
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if (WindN == 0.0 && WindE == 0.0) {
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Angle = 0.0;
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}else{
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Angle = atan(-WindN, WindE) - atan(1.0);
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}
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rotationmatrix(Angle, RotationMatrix);
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waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
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rotationmatrix(Angle, RotationMatrix);
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waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
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// fog_Func(fogType);
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gl_Position = ftransform();
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}
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@ -14,15 +14,8 @@ varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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uniform float osg_SimulationTime;
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uniform float WindE, WindN;
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uniform int rembrandt_enabled;
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attribute vec3 tangent;
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attribute vec3 binormal;
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/////// functions /////////
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@ -37,15 +30,7 @@ void rotationmatrix(in float angle, out mat4 rotmat)
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void main(void)
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{
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mat4 RotationMatrix;
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if (rembrandt_enabled > 0){
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normal = gl_NormalMatrix * gl_Normal;
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} else {
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normal = normalize(gl_Normal);
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}
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
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@ -19,20 +19,17 @@ uniform sampler2D perlin_normalmap;
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uniform sampler3D Noise ;
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uniform float saturation, Overcast, WindE, WindN;
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uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
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uniform float saturation ;
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uniform float Overcast ;
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uniform float WindE ;
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uniform float WindN ;
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uniform float CloudCover0 ;
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uniform float CloudCover1 ;
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uniform float CloudCover2 ;
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uniform float CloudCover3 ;
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uniform float CloudCover4 ;
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uniform float osg_SimulationTime ;
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uniform int Status;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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uniform float WaveFreq ;
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uniform float WaveAmp ;
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uniform float WaveSharp ;
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@ -40,12 +37,25 @@ uniform float WaveAngle ;
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uniform float WaveFactor ;
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uniform float WaveDAngle ;
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uniform float normalmap_dds ;
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uniform int Status ;
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varying vec4 waterTex1 ; //moving texcoords
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varying vec4 waterTex2 ; //moving texcoords
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varying vec3 viewerdir ;
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varying vec3 lightdir ;
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varying vec3 normal ;
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varying vec3 Vnormal ;
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varying vec3 VTangent ;
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varying vec3 VBinormal ;
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const vec4 AllOnes = vec4(1.0);
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/////// functions /////////
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void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth);
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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@ -133,14 +143,12 @@ void main(void)
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// compute direction to light source
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//vec3 L = normalize(lightdir);
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// half vector
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//vec3 H = normalize(L + E);
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vec3 Normal = normalize(normal) ;
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const float water_shininess = 240.0;
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vec3 vNormal = normalize(Vnormal) ;
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const float water_shininess = 128.0 ;
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// float range = gl_ProjectionMatrix[3].z/(gl_FragCoord.z * -2.0 + 1.0 - gl_ProjectionMatrix[2].z);
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@ -154,7 +162,6 @@ void main(void)
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float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect) ; //wave roughness filter
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float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect);
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//mixFactor = 0.2;
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mixFactor = clamp(mixFactor, 0.3, 0.8);
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// sine waves
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@ -242,7 +249,7 @@ void main(void)
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ddyVec = vec4(ddy, ddy1, ddy2, ddy3) ;
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//toggle detailFlag
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detailFlag = 1;
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//detailFlag = 1 ;
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// } // end sine stuff
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float ddxSum = dot(ddxVec, AllOnes) ;
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@ -279,8 +286,8 @@ void main(void)
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vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness) ;
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vNorm.r += ddxSum ;
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if (normalmap_dds > 0)
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vNorm = -vNorm; //dds fix
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if (normalmap_dds > 0)//dds fix
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vNorm = -vNorm ;
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//load reflection
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//vec4 tmp = vec4(lightdir, 0.0);
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@ -323,23 +330,21 @@ void main(void)
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// {
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N0 *= windEffect_low;
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N1 *= windEffect_low;
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//N0.r += (ddx + ddx1 + ddx2 + ddx3);
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//N0.g += (ddy + ddy1 + ddy2 + ddy3);
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N0.r += ddxSum;
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N0.g += ddySum;
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Normal = normalize(mix(Normal + N0, Normal + N1, mixFactor) * waveRoughness);
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Normal = normalize(Normal.x * VTangent + Normal.y * VBinormal + Normal.z * normal);
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if (normalmap_dds > 0)
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Normal = -Normal; //dds fix
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vec3 N2 = normalize(mix(N0, N1, mixFactor) * waveRoughness);
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Normal = normalize(N2.x * VTangent + N2.y * VBinormal + N2.z * Normal);
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vNormal = normalize(mix(vNormal + N0, vNormal + N1, mixFactor) * waveRoughness);
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if (normalmap_dds > 0){ //dds fix
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Normal = -Normal;
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vNormal = -vNormal;
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}
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// }
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// specular
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// vec3 specular_color = vec3(1.0) * pow(max(0.0, dot(Normal, H)), water_shininess) * 6.0;
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// vec4 specular = vec4(specular_color, 0.5);
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//
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//specular_color *= saturation * 0.3 ;
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//float specular = saturation * 0.3;
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refl *= fres;
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//calculate final colour
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//vec4 ambient_light = gl_LightSource[0].diffuse;
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vec4 finalColor = refl;
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// if(cover >= 1.5){
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// // specular = 0.0;
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// // } else {
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// finalColor.rgb = finalColor.rgb + specular_color;
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// }
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//add foam
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vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0);
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// if (range > -10000.0){
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float foamSlope = 0.1 + 0.1 * windScale;
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//float waveSlope = mix(N0.g, N1.g, 0.25);
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float waveSlope = Normal.g;
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float waveSlope = vNormal.g;
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if (windEffect >= 8.0)
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if (waveSlope >= foamSlope){
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finalColor = mix( finalColor,
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max(finalColor, finalColor + foam_texel),
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smoothstep(0.01, 0.50, Normal.g)
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smoothstep(0.01, 0.50, vNormal.g)
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);
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}
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float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + gl_FrontMaterial.emission.rgb,
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vec3( 0.3, 0.59, 0.11 )
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);
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// float emission = dot( gl_FrontLightModelProduct.sceneColor.rgb + specular_color,
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// vec3( 0.3, 0.59, 0.11 )
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// );
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encode_gbuffer(Normal, finalColor.rgb, 1, 1.0, water_shininess, emission, gl_FragCoord.z);
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float specular = smoothstep(0.0, 3.5, cover);
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encode_gbuffer(Normal, finalColor.rgb, 1, specular, water_shininess, emission, gl_FragCoord.z);
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}
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