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Water shader PhaseII improvements.

Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
Vivian Meazza 2011-10-07 12:46:01 +01:00
parent 56e2db00a8
commit d45670baa8
8 changed files with 162 additions and 52 deletions

View file

@ -12,7 +12,9 @@
</texture>
<texture n="2">
<!--<image>Textures/Water/water-normalmap.png</image>-->
<image>Textures/Water/normalmap2.png</image>
<!--<image>Textures/Water/water-normalmap2.dds</image>-->
<image>Textures/Water/waves-ver10-nm.dds</image>
<!--<image>Textures/Water/caustic-nm.png</image>-->
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
@ -20,7 +22,9 @@
</texture>
<texture n="3">
<!--<image>Textures/Water/water-dudv.png</image>-->
<image>Textures/Water/dudvmap2.png</image>
<!--<image>Textures/Water/dudvmap2.png</image>-->
<image>Textures/Water/waves-ver10-dudv.dds</image>
<!--<image>Textures/Water/water-reflection-grey.png</image>-->
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
@ -34,7 +38,14 @@
<internal-format>normalized</internal-format>
</texture>
<texture n="5">
<image>Textures/Water/sea_foam.png</image>
<image>Textures/Water/sea_foam.dds</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<internal-format>normalized</internal-format>
</texture>
<texture n="6">
<image>Textures/Water/perlin-noise-nm.dds</image>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
@ -73,6 +84,10 @@
<windN>
<use>/environment/config/boundary/entry[0]/wind-from-north-fps</use>
</windN>
<wind-from>
<use>/environment/config/boundary/entry[0]/wind-from-heading-deg</use>
</wind-from>
</parameters>
<technique n="8">
@ -218,6 +233,28 @@
<use>texture[5]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>6</unit>
<image>
<use>texture[6]/image</use>
</image>
<filter>
<use>texture[6]/filter</use>
</filter>
<wrap-s>
<use>texture[6]/wrap-s</use>
</wrap-s>
<wrap-t>
<use>texture[6]/wrap-t</use>
</wrap-t>
<internal-format>
<use>texture[6]/internal-format</use>
</internal-format>
</texture-unit>
<texture-unit>
<unit>9</unit>
<type>noise</type>
</texture-unit>
<program>
<vertex-shader>Shaders/water.vert</vertex-shader>
<fragment-shader>Shaders/water.frag</fragment-shader>
@ -247,6 +284,11 @@
<type>sampler-2d</type>
<value type="int">5</value>
</uniform>
<uniform>
<name>perlin_normalmap</name>
<type>sampler-2d</type>
<value type="int">6</value>
</uniform>
<uniform>
<name>saturation</name>
<type>float</type>
@ -317,6 +359,18 @@
<use>windN</use>
</value>
</uniform>
<uniform>
<name>WindFrom</name>
<type>float</type>
<value>
<use>wind-from</use>
</value>
</uniform>
<uniform>
<name>Noise</name>
<type>sampler-3d</type>
<value type="int">9</value>
</uniform>
</pass>
</technique>
<technique n="9">

View file

@ -2,18 +2,23 @@
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// © Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// © Emilian Huminiuc and Vivian Meazza
#version 120
#pragma debug(on)
uniform sampler2D water_normalmap;
uniform sampler2D water_reflection;
uniform sampler2D water_dudvmap;
uniform sampler2D water_reflection_grey;
uniform sampler2D sea_foam;
uniform sampler2D perlin_normalmap;
uniform sampler3D Noise;
uniform float saturation, Overcast, WindE, WindN;
uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
uniform float osg_SimulationTime;
uniform int Status;
varying vec4 waterTex1; //moving texcoords
@ -24,12 +29,23 @@ varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
/////// functions /////////
void rotationmatrix(in float angle, out mat4 rotmat)
{
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
sin( angle ), cos( angle ), 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
void main(void)
{
const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
mat4 RotationMatrix;
// compute direction to viewer
vec3 E = normalize(viewerdir);
@ -39,40 +55,55 @@ void main(void)
// half vector
vec3 H = normalize(L + E);
const float water_shininess = 240.0;
vec3 Normal = normalize(normal);
// calculate wind effects
float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6;
float windScale = 10.0/(6.0 + 8.0 * smoothstep(0.0,0.8,windEffect * 0.05));
const float water_shininess = 240.0;
// approximate cloud cover
float cover = 0.0;
//bool Status = true;
float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt
float windScale = 15.0/(3.0 + windEffect); //wave scale
float windEffect_low = 0.4 + 0.6 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
float waveRoughness = 0.15 + smoothstep(0.0, 15.0, windEffect); //wave roughness filter
//float noise_factor = 0.2 + 0.15 * smoothstep(0.0, 40.0, windEffect);
if (Status == 1){
cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
} else {
// hack to allow for Overcast not to be set by Local Weather
if (Overcast == 0){
cover = 5;
} else {
cover = Overcast * 5;
}
}
vec4 viewt = normalize(waterTex4);
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0;
vec4 fdist = normalize(dist);
vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0;
dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect));
vec4 fdist = normalize(dist);
fdist = -fdist; //dds fix
fdist *= sca;
//normalmap
vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2) * windScale) * 2.0 - 1.0;
vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0;
vec4 vNorm = normalize(nmap0 + nmap2);
//normalmaps
vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
nmap *= windEffect_low;
nmap1 *= windEffect_low;
// mix water and noise, modulated by factor
vec4 vNorm = normalize(mix(nmap, nmap1, 0.3) * waveRoughness);
vNorm = -vNorm; //dds fix
//load reflection
vec4 tmp = vec4(lightdir, 0.0);
@ -92,16 +123,32 @@ void main(void)
refl.a *= 1.0;
}
vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2) * windScale) * 2.0 - 1.0);
vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
vec3 N = normalize(normal+N0+N1);
vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
N0 *= windEffect_low;
N1 *= windEffect_low;
vec3 N = normalize(mix(Normal + N0 , Normal + N1, 0.3) * waveRoughness);
N = -N; //dds fix
// specular
vec3 specular_color = vec3(gl_LightSource[0].diffuse)
* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
vec4 specular = vec4(specular_color, 0.5);
specular = specular * saturation * 0.4;
specular = specular * saturation * 0.3 ;
//calculate fresnel
vec4 invfres = vec4( dot(vNorm, viewt) );
@ -121,25 +168,20 @@ void main(void)
vec4 ambient_light = gl_LightSource[0].diffuse;
vec4 finalColor;
// cover = 0;
if(cover >= 1.5){
finalColor = refl + specular;
} else {
finalColor = refl;
}
if (windEffect >= 10.0){
float windScale3 = pow(windScale, 3);
if (N.g >= 0.0005 + 0.085 * windScale3){
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex1+ disdis*sca2) * windScale3 * 50.0);
finalColor = mix(finalColor, max(finalColor, foam_texel), smoothstep(0.0005 + 0.085 * windScale3, 0.1, N.g));
}
}
finalColor *= ambient_light;
float foamSlope = 0.1 + 0.1 * windScale;
if (windEffect >= 10.0)
if (N.g >= foamSlope){
vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 30.0);
finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.25, N.g));
}
finalColor *= ambient_light;
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
}

View file

@ -2,6 +2,8 @@
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// © Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// © Emilian Huminiuc and Vivian Meazza
#version 120
@ -9,36 +11,48 @@ varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec4 waterTex4;
varying vec4 ecPosition;
uniform float osg_SimulationTime;
uniform float WindE, WindN;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
uniform float osg_SimulationTime;
uniform float WindE, WindN;
/////// functions /////////
void rotationmatrix(in float angle, out mat4 rotmat)
{
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
sin( angle ), cos( angle ), 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
void main(void)
{
vec3 N = normalize(gl_Normal);
normal = N;
mat4 RotationMatrix;
vec3 N = normalize(gl_Normal);
normal = N;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
ecPosition = gl_ModelViewMatrix * gl_Vertex;
viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
waterTex4 = vec4( ecPosition.xzy, 0.0 );
waterTex4 = vec4( ecPosition.xzy, 0.0 );
vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
//float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.3;
float windFactor = 0.001;
float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.01;
float Angle = atan(-WindN + 0.001, WindE + 0.001) - atan(1.0);
waterTex1 = gl_MultiTexCoord0 + t1;
waterTex1.x += WindE * windFactor;
waterTex1.y += WindN * windFactor;
waterTex2 = gl_MultiTexCoord0 + t2;
waterTex2.x += WindE * windFactor;
waterTex2.y += WindN * windFactor;
rotationmatrix(Angle, RotationMatrix);
waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
gl_Position = ftransform();
rotationmatrix(Angle, RotationMatrix);
waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
gl_Position = ftransform();
}

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Textures/Water/waves2.dds Normal file

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