New water effect, first steps
This commit is contained in:
parent
da2998811a
commit
db50149497
3 changed files with 237 additions and 87 deletions
|
@ -2,6 +2,43 @@
|
|||
<PropertyList>
|
||||
<name>Effects/water</name>
|
||||
<inherits-from>Effects/terrain-default</inherits-from>
|
||||
<parameters>
|
||||
<texture n="0">
|
||||
<image>Textures/Water/water-reflection.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="1">
|
||||
<image>Textures/Water/water-refraction.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="2">
|
||||
<image>Textures/Water/water-normalmap.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="3">
|
||||
<image>Textures/Water/water-dudv.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
<texture n="4">
|
||||
<image>Textures/Water/water-depth.png</image>
|
||||
<filter>linear-mipmap-linear</filter>
|
||||
<wrap-s>repeat</wrap-s>
|
||||
<wrap-t>repeat</wrap-t>
|
||||
<internal-format>normalized</internal-format>
|
||||
</texture>
|
||||
</parameters>
|
||||
<technique n="9">
|
||||
<predicate>
|
||||
<and>
|
||||
|
@ -14,7 +51,7 @@
|
|||
</less-equal>
|
||||
<and>
|
||||
<extension-supported>GL_ARB_shader_objects</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_100</extension-supported>
|
||||
<extension-supported>GL_ARB_shading_language_120</extension-supported>
|
||||
<extension-supported>GL_ARB_vertex_shader</extension-supported>
|
||||
<extension-supported>GL_ARB_fragment_shader</extension-supported>
|
||||
</and>
|
||||
|
@ -39,16 +76,91 @@
|
|||
</render-bin>
|
||||
<texture-unit>
|
||||
<unit>0</unit>
|
||||
<type>noise</type>
|
||||
<image><use>texture[0]/image</use></image>
|
||||
<filter><use>texture[0]/filter</use></filter>
|
||||
<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[0]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>1</unit>
|
||||
<image><use>texture[1]/image</use></image>
|
||||
<filter><use>texture[1]/filter</use></filter>
|
||||
<wrap-s><use>texture[1]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[1]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[1]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>2</unit>
|
||||
<image><use>texture[2]/image</use></image>
|
||||
<filter><use>texture[2]/filter</use></filter>
|
||||
<wrap-s><use>texture[2]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[2]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[2]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>3</unit>
|
||||
<image><use>texture[3]/image</use></image>
|
||||
<filter><use>texture[3]/filter</use></filter>
|
||||
<wrap-s><use>texture[3]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[3]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[3]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<texture-unit>
|
||||
<unit>4</unit>
|
||||
<image><use>texture[4]/image</use></image>
|
||||
<filter><use>texture[4]/filter</use></filter>
|
||||
<wrap-s><use>texture[4]/wrap-s</use></wrap-s>
|
||||
<wrap-t><use>texture[4]/wrap-t</use></wrap-t>
|
||||
<internal-format>
|
||||
<use>texture[4]/internal-format</use>
|
||||
</internal-format>
|
||||
</texture-unit>
|
||||
<program>
|
||||
<vertex-shader>Shaders/water.vert</vertex-shader>
|
||||
<fragment-shader>Shaders/water.frag</fragment-shader>
|
||||
</program>
|
||||
<uniform>
|
||||
<name>texture</name>
|
||||
<type>sampler-3d</type>
|
||||
<value type="int">0</value></uniform>
|
||||
<name>water_reflection</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>water_refraction</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">1</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>water_normalmap</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">2</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>water_dudvmap</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">3</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>water_depthmap</name>
|
||||
<type>sampler-2d</type>
|
||||
<value type="int">4</value>
|
||||
</uniform>
|
||||
<!--<uniform>
|
||||
<name>waterColor</name>
|
||||
<value type="float-vec4">0.0 0.0 1.0 1.0</value>
|
||||
</uniform>
|
||||
<uniform>
|
||||
<name>waterDepth</name>
|
||||
<value type="float-vec4">1.0 1.0 1.0 1.0</value>
|
||||
</uniform>-->
|
||||
</pass>
|
||||
</technique>
|
||||
</PropertyList>
|
||||
|
|
|
@ -1,86 +1,91 @@
|
|||
#version 120
|
||||
|
||||
varying vec4 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 Normal;
|
||||
varying vec3 lightVec;
|
||||
uniform sampler2D water_normalmap;
|
||||
uniform sampler2D water_reflection;
|
||||
uniform sampler2D water_refraction;
|
||||
uniform sampler2D water_dudvmap;
|
||||
uniform sampler2D water_depthmap;
|
||||
//uniform vec4 waterColor, waterDepth;
|
||||
|
||||
uniform sampler3D NoiseTex;
|
||||
uniform float osg_SimulationTime;
|
||||
vec4 waterColor = vec4(0.0,0.2,1.0,1.0);
|
||||
vec4 waterDepth = vec4(0.0,0.2,1.0,1.0);
|
||||
|
||||
//const float scale = 1.0;
|
||||
varying vec4 waterTex0; //lightpos
|
||||
varying vec4 waterTex1; //moving texcoords
|
||||
varying vec4 waterTex2; //moving texcoords
|
||||
varying vec4 waterTex3; //for projection
|
||||
varying vec4 waterTex4; //viewts
|
||||
|
||||
void main (void)
|
||||
//unit 0 = water_reflection
|
||||
//unit 1 = water_refraction
|
||||
//unit 2 = water_normalmap
|
||||
//unit 3 = water_dudvmap
|
||||
//unit 4 = water_depthmap
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126);
|
||||
vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417);
|
||||
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);
|
||||
const vec4 two = vec4(2.0, 2.0, 2.0, 1.0);
|
||||
const vec4 mone = vec4(-1.0, -1.0, -1.0, 1.0);
|
||||
|
||||
vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217));
|
||||
vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212));
|
||||
const vec4 ofive = vec4(0.5,0.5,0.5,1.0);
|
||||
|
||||
float fogFactor;
|
||||
if (gl_Fog.density == 1.0)
|
||||
{
|
||||
fogFactor=1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
float fogCoord = ecPosition.z;
|
||||
const float LOG2 = 1.442695;
|
||||
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
||||
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
}
|
||||
const float exponent = 64.0;
|
||||
|
||||
float a=1.0;
|
||||
float n=0.00;
|
||||
n += nvLS[0]*a;
|
||||
a/=2.0;
|
||||
n += nvLS[1]*a;
|
||||
a/=2.0;
|
||||
n += nvLS[2]*a;
|
||||
a/=2.0;
|
||||
n += nvLS[3]*a;
|
||||
vec4 lightTS = normalize(waterTex0);
|
||||
vec4 viewt = normalize(waterTex4);
|
||||
vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale));
|
||||
vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2));
|
||||
vec4 fdist = dist;
|
||||
fdist = fdist * two + mone;
|
||||
fdist = normalize(fdist);
|
||||
fdist *= sca;
|
||||
|
||||
a=4.0;
|
||||
float na=n;
|
||||
na += nvL[0]*1.1;
|
||||
a*=1.2;
|
||||
na += nvL[1]*a;
|
||||
a*=1.2;
|
||||
na += nvL[2]*a;
|
||||
a*=1.2;
|
||||
na += nvL[3]*a;
|
||||
a=2.0;
|
||||
na += noisevec[0]*a*0.2;
|
||||
a*=1.2;
|
||||
na += noisevec[1]*a;
|
||||
a*=1.2;
|
||||
na += noisevec[2]*a;
|
||||
a*=1.2;
|
||||
na += noisevec[3]*a;
|
||||
//load normalmap
|
||||
vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis*sca2));
|
||||
nmap = (nmap-ofive) * two;
|
||||
vec4 vNorm = nmap;
|
||||
vNorm = normalize(nmap);
|
||||
|
||||
vec4 c1;
|
||||
c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0));
|
||||
//get projective texcoords
|
||||
vec4 tmp = vec4(1.0 / waterTex3.w);
|
||||
vec4 temp = tmp;
|
||||
|
||||
vec3 Eye = normalize(-ecPosition.xyz);
|
||||
vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
|
||||
vec4 projCoord = waterTex3 * tmp;
|
||||
projCoord += vec4(1.0);
|
||||
projCoord *= vec4(0.5);
|
||||
tmp = projCoord + fdist;
|
||||
tmp = clamp(tmp, 0.001, 0.999);
|
||||
|
||||
vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
|
||||
vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
|
||||
//load reflection,refraction and depth texture
|
||||
vec4 refTex = texture2D(water_reflection, vec2(tmp));
|
||||
vec4 refl = refTex;
|
||||
vec4 refr = texture2D(water_refraction, vec2(tmp));
|
||||
vec4 wdepth = texture2D(water_depthmap, vec2(tmp));
|
||||
|
||||
vec4 ambientColor = gl_LightSource[0].ambient;
|
||||
vec4 light = ambientColor;
|
||||
c1 *= light;
|
||||
wdepth = vec4(pow(wdepth.x, 4.0));
|
||||
vec4 invdepth = 1.0 - wdepth;
|
||||
|
||||
float bumpFact = (bumped.r+bumped.g+bumped.b);
|
||||
float ReflectedEye = max(dot(Reflected, Eye), 0.0);
|
||||
float eyeFact = pow(ReflectedEye, 20.0);
|
||||
c1 += 0.3 * gl_LightSource[0].diffuse * (1.0-eyeFact) * bumpFact*bumpFact;
|
||||
c1 += 0.4 * gl_LightSource[0].diffuse * eyeFact * 3*bumpFact;
|
||||
eyeFact = pow(eyeFact, 20.0);
|
||||
c1 += gl_LightSource[0].specular * eyeFact * 4*bumpFact;
|
||||
//calculate specular highlight
|
||||
vec4 vRef = normalize(reflect(-lightTS, vNorm));
|
||||
float stemp =max(0.0, dot(viewt, vRef) );
|
||||
stemp = pow(stemp, exponent);
|
||||
vec4 specular = vec4(stemp);
|
||||
|
||||
vec4 finalColor = c1;
|
||||
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
|
||||
//calculate fresnel and inverted fresnel
|
||||
vec4 invfres = vec4( dot(vNorm, viewt) );
|
||||
vec4 fres = vec4(1.0) -invfres ;
|
||||
|
||||
//calculate reflection and refraction
|
||||
refr *= invfres;
|
||||
refr *= invdepth;
|
||||
temp = waterColor * wdepth * invfres;
|
||||
refr += temp;
|
||||
refl *= fres;
|
||||
|
||||
//add reflection and refraction
|
||||
tmp = refr + refl;
|
||||
|
||||
gl_FragColor = tmp + specular;
|
||||
}
|
||||
|
|
|
@ -1,15 +1,48 @@
|
|||
varying vec4 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 Normal;
|
||||
varying vec3 lightVec;
|
||||
|
||||
varying vec4 waterTex0;
|
||||
varying vec4 waterTex1;
|
||||
varying vec4 waterTex2;
|
||||
varying vec4 waterTex3;
|
||||
varying vec4 waterTex4;
|
||||
uniform vec4 viewpos, lightpos;
|
||||
uniform float time, time2;
|
||||
//unit 0 = water_reflection
|
||||
//unit 1 = water_refraction
|
||||
//unit 2 = water_normalmap
|
||||
//unit 3 = water_dudvmap
|
||||
//unit 4 = water_depthmap
|
||||
|
||||
void main(void)
|
||||
{
|
||||
rawpos = gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
Normal = normalize(gl_Normal);
|
||||
lightVec = normalize(gl_LightSource[0].position.xyz/* - ecPosition*/);
|
||||
gl_Position = ftransform();
|
||||
vec4 mpos, temp;
|
||||
vec4 tangent = vec4(1.0, 0.0, 0.0, 0.0);
|
||||
vec4 norm = vec4(0.0, 1.0, 0.0, 0.0);
|
||||
vec4 binormal = vec4(0.0, 0.0, 1.0, 0.0);
|
||||
|
||||
mat4 mvp = gl_ModelViewProjectionMatrix;
|
||||
mat4 mtx = gl_TextureMatrix[0];
|
||||
|
||||
temp = viewpos - gl_Vertex;
|
||||
waterTex4.x = dot(temp, tangent);
|
||||
waterTex4.y = dot(temp, binormal);
|
||||
waterTex4.z = dot(temp, norm);
|
||||
waterTex4.w = 0.0;
|
||||
|
||||
temp = lightpos - gl_Vertex;
|
||||
waterTex0.x = dot(temp, tangent);
|
||||
waterTex0.y = dot(temp, binormal);
|
||||
waterTex0.z = dot(temp, norm);
|
||||
waterTex0.w = 0.0;
|
||||
|
||||
mpos = mvp * gl_Vertex;
|
||||
|
||||
vec4 t1 = vec4(0.0, -time, 0.0,0.0);
|
||||
vec4 t2 = vec4(0.0, -time2, 0.0,0.0);
|
||||
|
||||
waterTex1 = gl_MultiTexCoord0 + t1;
|
||||
waterTex2 = gl_MultiTexCoord0 + t2;
|
||||
|
||||
waterTex3 = mpos;
|
||||
|
||||
gl_Position = ftransform();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue