Water shader PhaseII improvements.
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
This commit is contained in:
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56e2db00a8
commit
d45670baa8
8 changed files with 162 additions and 52 deletions
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@ -12,7 +12,9 @@
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</texture>
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<texture n="2">
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<!--<image>Textures/Water/water-normalmap.png</image>-->
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<image>Textures/Water/normalmap2.png</image>
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<!--<image>Textures/Water/water-normalmap2.dds</image>-->
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<image>Textures/Water/waves-ver10-nm.dds</image>
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<!--<image>Textures/Water/caustic-nm.png</image>-->
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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@ -20,7 +22,9 @@
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</texture>
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<texture n="3">
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<!--<image>Textures/Water/water-dudv.png</image>-->
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<image>Textures/Water/dudvmap2.png</image>
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<!--<image>Textures/Water/dudvmap2.png</image>-->
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<image>Textures/Water/waves-ver10-dudv.dds</image>
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<!--<image>Textures/Water/water-reflection-grey.png</image>-->
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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@ -34,7 +38,14 @@
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="5">
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<image>Textures/Water/sea_foam.png</image>
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<image>Textures/Water/sea_foam.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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<internal-format>normalized</internal-format>
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</texture>
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<texture n="6">
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<image>Textures/Water/perlin-noise-nm.dds</image>
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<filter>linear-mipmap-linear</filter>
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<wrap-s>repeat</wrap-s>
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<wrap-t>repeat</wrap-t>
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@ -73,6 +84,10 @@
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<windN>
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<use>/environment/config/boundary/entry[0]/wind-from-north-fps</use>
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</windN>
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<wind-from>
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<use>/environment/config/boundary/entry[0]/wind-from-heading-deg</use>
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</wind-from>
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</parameters>
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<technique n="8">
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@ -218,6 +233,28 @@
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<use>texture[5]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>6</unit>
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<image>
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<use>texture[6]/image</use>
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</image>
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<filter>
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<use>texture[6]/filter</use>
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</filter>
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<wrap-s>
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<use>texture[6]/wrap-s</use>
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</wrap-s>
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<wrap-t>
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<use>texture[6]/wrap-t</use>
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</wrap-t>
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<internal-format>
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<use>texture[6]/internal-format</use>
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</internal-format>
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</texture-unit>
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<texture-unit>
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<unit>9</unit>
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<type>noise</type>
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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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<fragment-shader>Shaders/water.frag</fragment-shader>
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@ -247,6 +284,11 @@
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<type>sampler-2d</type>
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<value type="int">5</value>
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</uniform>
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<uniform>
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<name>perlin_normalmap</name>
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<type>sampler-2d</type>
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<value type="int">6</value>
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</uniform>
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<uniform>
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<name>saturation</name>
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<type>float</type>
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@ -317,6 +359,18 @@
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<use>windN</use>
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</value>
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</uniform>
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<uniform>
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<name>WindFrom</name>
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<type>float</type>
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<value>
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<use>wind-from</use>
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</value>
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</uniform>
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<uniform>
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<name>Noise</name>
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<type>sampler-3d</type>
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<value type="int">9</value>
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</uniform>
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</pass>
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</technique>
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<technique n="9">
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@ -2,18 +2,23 @@
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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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#pragma debug(on)
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uniform sampler2D water_normalmap;
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uniform sampler2D water_reflection;
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uniform sampler2D water_dudvmap;
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uniform sampler2D water_reflection_grey;
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uniform sampler2D sea_foam;
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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 osg_SimulationTime;
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uniform int Status;
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varying vec4 waterTex1; //moving texcoords
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@ -24,12 +29,23 @@ varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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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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const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
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const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
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const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
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mat4 RotationMatrix;
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// compute direction to viewer
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vec3 E = normalize(viewerdir);
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@ -39,40 +55,55 @@ void main(void)
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// half vector
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vec3 H = normalize(L + E);
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const float water_shininess = 240.0;
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vec3 Normal = normalize(normal);
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// calculate wind effects
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float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6;
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float windScale = 10.0/(6.0 + 8.0 * smoothstep(0.0,0.8,windEffect * 0.05));
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const float water_shininess = 240.0;
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// approximate cloud cover
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float cover = 0.0;
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//bool Status = true;
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float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt
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float windScale = 15.0/(3.0 + windEffect); //wave scale
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float windEffect_low = 0.4 + 0.6 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
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float waveRoughness = 0.15 + smoothstep(0.0, 15.0, windEffect); //wave roughness filter
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//float noise_factor = 0.2 + 0.15 * smoothstep(0.0, 40.0, windEffect);
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if (Status == 1){
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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} else {
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// hack to allow for Overcast not to be set by Local Weather
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if (Overcast == 0){
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cover = 5;
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} else {
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cover = Overcast * 5;
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}
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}
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vec4 viewt = normalize(waterTex4);
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0;
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vec4 fdist = normalize(dist);
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0;
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dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect));
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vec4 fdist = normalize(dist);
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fdist = -fdist; //dds fix
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fdist *= sca;
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//normalmap
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vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2) * windScale) * 2.0 - 1.0;
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vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0;
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vec4 vNorm = normalize(nmap0 + nmap2);
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//normalmaps
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vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
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vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
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rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
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nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
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nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
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nmap *= windEffect_low;
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nmap1 *= windEffect_low;
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// mix water and noise, modulated by factor
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vec4 vNorm = normalize(mix(nmap, nmap1, 0.3) * waveRoughness);
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vNorm = -vNorm; //dds fix
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//load reflection
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vec4 tmp = vec4(lightdir, 0.0);
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@ -92,16 +123,32 @@ void main(void)
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refl.a *= 1.0;
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}
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vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2) * windScale) * 2.0 - 1.0);
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vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
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vec3 N = normalize(normal+N0+N1);
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vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
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vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
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N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
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N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
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rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
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N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
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N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
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rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
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N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
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N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0);
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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, 0.3) * waveRoughness);
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N = -N; //dds fix
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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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vec4 specular = vec4(specular_color, 0.5);
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specular = specular * saturation * 0.4;
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specular = specular * saturation * 0.3 ;
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//calculate fresnel
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vec4 invfres = vec4( dot(vNorm, viewt) );
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@ -121,25 +168,20 @@ void main(void)
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vec4 ambient_light = gl_LightSource[0].diffuse;
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vec4 finalColor;
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// cover = 0;
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if(cover >= 1.5){
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finalColor = refl + specular;
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} else {
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finalColor = refl;
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}
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if (windEffect >= 10.0){
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float windScale3 = pow(windScale, 3);
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if (N.g >= 0.0005 + 0.085 * windScale3){
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vec4 foam_texel = texture2D(sea_foam, vec2(waterTex1+ disdis*sca2) * windScale3 * 50.0);
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finalColor = mix(finalColor, max(finalColor, foam_texel), smoothstep(0.0005 + 0.085 * windScale3, 0.1, N.g));
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}
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}
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finalColor *= ambient_light;
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float foamSlope = 0.1 + 0.1 * windScale;
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if (windEffect >= 10.0)
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if (N.g >= foamSlope){
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vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 30.0);
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finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.25, N.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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gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
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}
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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 waterTex2;
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varying vec4 waterTex4;
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varying vec4 ecPosition;
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uniform float osg_SimulationTime;
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uniform float WindE, WindN;
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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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uniform float osg_SimulationTime;
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uniform float WindE, WindN;
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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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vec3 N = normalize(gl_Normal);
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normal = N;
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mat4 RotationMatrix;
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vec3 N = normalize(gl_Normal);
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normal = N;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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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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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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waterTex4 = vec4( ecPosition.xzy, 0.0 );
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waterTex4 = vec4( ecPosition.xzy, 0.0 );
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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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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 windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.3;
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float windFactor = 0.001;
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float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.01;
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float Angle = atan(-WindN + 0.001, WindE + 0.001) - atan(1.0);
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waterTex1 = gl_MultiTexCoord0 + t1;
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waterTex1.x += WindE * windFactor;
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waterTex1.y += WindN * windFactor;
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waterTex2 = gl_MultiTexCoord0 + t2;
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waterTex2.x += WindE * windFactor;
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waterTex2.y += WindN * windFactor;
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rotationmatrix(Angle, RotationMatrix);
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waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
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gl_Position = ftransform();
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rotationmatrix(Angle, RotationMatrix);
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waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
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gl_Position = ftransform();
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}
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Textures/Water/perlin-noise-nm.dds
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Textures/Water/perlin-noise-nm.dds
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Textures/Water/water-normalmap2.dds
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Textures/Water/water-normalmap2.dds
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Textures/Water/waves-ver10-dudv.dds
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Textures/Water/waves-ver10-dudv.dds
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Textures/Water/waves-ver10-nm.dds
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Textures/Water/waves-ver10-nm.dds
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Textures/Water/waves2.dds
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Textures/Water/waves2.dds
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