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 @@ /environment/config/boundary/entry[0]/wind-from-north-fps + + /environment/config/boundary/entry[0]/wind-from-heading-deg + + @@ -218,6 +233,28 @@ texture[5]/internal-format + + 6 + + texture[6]/image + + + texture[6]/filter + + + texture[6]/wrap-s + + + texture[6]/wrap-t + + + texture[6]/internal-format + + + + 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 @@ windN + + WindFrom + float + + wind-from + + + + 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