diff --git a/Effects/water.eff b/Effects/water.eff
index a9220a564..59e484e5a 100644
--- a/Effects/water.eff
+++ b/Effects/water.eff
@@ -12,7 +12,9 @@
- Textures/Water/normalmap2.png
+
+ Textures/Water/waves-ver10-nm.dds
+
linear-mipmap-linear
repeat
repeat
@@ -20,7 +22,9 @@
- Textures/Water/dudvmap2.png
+
+ Textures/Water/waves-ver10-dudv.dds
+
linear-mipmap-linear
repeat
repeat
@@ -34,7 +38,14 @@
normalized
- Textures/Water/sea_foam.png
+ Textures/Water/sea_foam.dds
+ linear-mipmap-linear
+ repeat
+ repeat
+ normalized
+
+
+ Textures/Water/perlin-noise-nm.dds
linear-mipmap-linear
repeat
repeat
@@ -73,6 +84,10 @@
+
+
+
+
@@ -218,6 +233,28 @@
+
+ 6
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 9
+ noise
+
Shaders/water.vert
Shaders/water.frag
@@ -247,6 +284,11 @@
sampler-2d
5
+
+ perlin_normalmap
+ sampler-2d
+ 6
+
saturation
float
@@ -317,6 +359,18 @@
+
+ WindFrom
+ float
+
+
+
+
+
+ Noise
+ sampler-3d
+ 9
+
diff --git a/Shaders/water.frag b/Shaders/water.frag
index 2d61ca69c..545dc8de1 100644
--- a/Shaders/water.frag
+++ b/Shaders/water.frag
@@ -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);
}
diff --git a/Shaders/water.vert b/Shaders/water.vert
index 5e3b35496..4e8ae53f7 100644
--- a/Shaders/water.vert
+++ b/Shaders/water.vert
@@ -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();
}
\ No newline at end of file
diff --git a/Textures/Water/perlin-noise-nm.dds b/Textures/Water/perlin-noise-nm.dds
new file mode 100644
index 000000000..1fed871fa
Binary files /dev/null and b/Textures/Water/perlin-noise-nm.dds differ
diff --git a/Textures/Water/water-normalmap2.dds b/Textures/Water/water-normalmap2.dds
new file mode 100644
index 000000000..ddd54c00e
Binary files /dev/null and b/Textures/Water/water-normalmap2.dds differ
diff --git a/Textures/Water/waves-ver10-dudv.dds b/Textures/Water/waves-ver10-dudv.dds
new file mode 100644
index 000000000..7ccb9632d
Binary files /dev/null and b/Textures/Water/waves-ver10-dudv.dds differ
diff --git a/Textures/Water/waves-ver10-nm.dds b/Textures/Water/waves-ver10-nm.dds
new file mode 100644
index 000000000..544b775b5
Binary files /dev/null and b/Textures/Water/waves-ver10-nm.dds differ
diff --git a/Textures/Water/waves2.dds b/Textures/Water/waves2.dds
new file mode 100644
index 000000000..47646d45b
Binary files /dev/null and b/Textures/Water/waves2.dds differ