diff --git a/Shaders/water.frag b/Shaders/water.frag index 6588e824e..49c536c33 100644 --- a/Shaders/water.frag +++ b/Shaders/water.frag @@ -1,221 +1,221 @@ -// This shader is mostly an adaptation of the shader found at -// 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 - -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 -varying vec4 waterTex2; //moving texcoords -varying vec4 waterTex4; //viewts -varying vec4 ecPosition; -varying vec3 viewerdir; -varying vec3 lightdir; -varying vec3 normal; - -uniform float WaveFreq ; -uniform float WaveAmp ; -uniform float WaveSharp ; - -////fog "include" ///// -uniform int fogType; - -vec3 fog_Func(vec3 color, int type); -////////////////////// - -/////// 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); - - // compute direction to light source - vec3 L = normalize(lightdir); - - // half vector - vec3 H = normalize(L + E); - - vec3 Normal = normalize(normal); - - 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 = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter - float waveRoughness = 0.05 + smoothstep(0.0, 20.0, windEffect); //wave roughness filter - - float mixFactor = 0.75 - 0.15 * smoothstep(0.0, 40.0, windEffect); - mixFactor = clamp(mixFactor, 0.3, 0.8); - - 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; - dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect)); - vec4 fdist = normalize(dist); - fdist = -fdist; //dds fix - fdist *= sca; - - //normalmaps - rotationmatrix(radians(3.0 * windScale + 0.6 * sin(waterTex1.s * 0.2)), RotationMatrix); - vec4 nmap = texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0; - vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca2) * windScale) * 2.0 - 1.0; - - rotationmatrix(radians(-2.0 * windScale -0.4 * sin(waterTex1.s * 0.32)), RotationMatrix); - nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.5) * 2.0 - 1.0; - //nmap1 += texture2D(perlin_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0; - rotationmatrix(radians(1.5 * windScale + 0.3 * sin(waterTex1.s * 0.16)), RotationMatrix); - nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 2.1) * 2.0 - 1.0; - rotationmatrix(radians(-0.5 * windScale - 0.45 * sin(waterTex1.s * 0.28)), RotationMatrix); - nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 0.8) * 2.0 - 1.0; - - rotationmatrix(radians(-1.2 * windScale - 0.35 * sin(waterTex1.s * 0.28)), RotationMatrix); - nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix* tscale) * windScale * 1.7) * 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, mixFactor) * waveRoughness); - //vNorm.r += ddx; - vNorm = -vNorm; //dds fix - - //load reflection - vec4 tmp = vec4(lightdir, 0.0); - vec4 refTex; - vec4 refl; - // cover = 0; - - if(cover >= 1.5){ - refTex = texture2D(water_reflection, vec2(tmp)); - refl= normalize(refTex); - } else { - refTex = texture2D(water_reflection_grey, vec2(tmp)); - refl = normalize(refTex); - refl.r *= (0.75 + 0.15 * cover); - refl.g *= (0.80 + 0.15 * cover); - refl.b *= (0.875 + 0.125 * cover); - refl.a *= 1.0; - } - - rotationmatrix(radians(2.1* windScale + 0.25 * sin(waterTex1.s *0.14)), RotationMatrix); - vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.15) * 2.0 - 1.0); - vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0); - - rotationmatrix(radians(-1.5 * windScale -0.32 * sin(waterTex1.s *0.24)), RotationMatrix); - N0 += vec3(texture2D(water_normalmap, vec2(waterTex2* RotationMatrix * tscale) * windScale * 1.8) * 2.0 - 1.0); - N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * tscale) * windScale) * 2.0 - 1.0); - - rotationmatrix(radians(3.8 * windScale + 0.45 * sin(waterTex1.s *0.32)), RotationMatrix); - N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale * 0.85) * 2.0 - 1.0); - N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * (tscale + sca2)) * windScale) * 2.0 - 1.0); - - rotationmatrix(radians(-2.8 * windScale - 0.38 * sin(waterTex1.s * 0.26)), RotationMatrix); - N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale * 2.1) * 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, mixFactor) * waveRoughness); - //N.r += ddx; - //N.g += ddy; - - 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 * 0.3 ; - - //calculate fresnel - vec4 invfres = vec4( dot(vNorm, viewt) ); - vec4 fres = vec4(1.0) + invfres; - refl *= fres; - - //calculate the fog factor - float fogFactor; - float fogCoord = ecPosition.z; - const float LOG2 = 1.442695; - fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); - - if(gl_Fog.density == 1.0) - fogFactor=1.0; - - //calculate final colour - vec4 ambient_light = gl_LightSource[0].diffuse; - vec4 finalColor; - - if(cover >= 1.5){ - finalColor = refl + specular; - } else { - finalColor = refl; - } - - float foamSlope = 0.10 + 0.1 * windScale; - //float waveSlope = mix(N0.g, N1.g, 0.25); - - vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0); - float waveSlope = N.g; - - if (windEffect >= 8.0) - if (waveSlope >= foamSlope){ - finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g)); - } - - - finalColor *= ambient_light; - - gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); - //finalColor.rgb = fog_Func(finalColor.rgb, fogType); - //gl_FragColor = finalColor; - } +// This shader is mostly an adaptation of the shader found at +// 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 + +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 +varying vec4 waterTex2; //moving texcoords +varying vec4 waterTex4; //viewts +varying vec4 ecPosition; +varying vec3 viewerdir; +varying vec3 lightdir; +varying vec3 normal; + +uniform float WaveFreq ; +uniform float WaveAmp ; +uniform float WaveSharp ; + +////fog "include" ///// +uniform int fogType; + +vec3 fog_Func(vec3 color, int type); +////////////////////// + +/////// 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); + + // compute direction to light source + vec3 L = normalize(lightdir); + + // half vector + vec3 H = normalize(L + E); + + vec3 Normal = normalize(normal); + + 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 = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter + float waveRoughness = 0.05 + smoothstep(0.0, 20.0, windEffect); //wave roughness filter + + float mixFactor = 0.75 - 0.15 * smoothstep(0.0, 40.0, windEffect); + mixFactor = clamp(mixFactor, 0.3, 0.8); + + 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; + dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect)); + vec4 fdist = normalize(dist); + fdist = -fdist; //dds fix + fdist *= sca; + + //normalmaps + rotationmatrix(radians(3.0 * windScale + 0.6 * sin(waterTex1.s * 0.2)), RotationMatrix); + vec4 nmap = texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0; + vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca2) * windScale) * 2.0 - 1.0; + + rotationmatrix(radians(-2.0 * windScale -0.4 * sin(waterTex1.s * 0.32)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.5) * 2.0 - 1.0; + //nmap1 += texture2D(perlin_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0; + rotationmatrix(radians(1.5 * windScale + 0.3 * sin(waterTex1.s * 0.16)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 2.1) * 2.0 - 1.0; + rotationmatrix(radians(-0.5 * windScale - 0.45 * sin(waterTex1.s * 0.28)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 0.8) * 2.0 - 1.0; + + rotationmatrix(radians(-1.2 * windScale - 0.35 * sin(waterTex1.s * 0.28)), RotationMatrix); + nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix* tscale) * windScale * 1.7) * 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, mixFactor) * waveRoughness); + //vNorm.r += ddx; + vNorm = -vNorm; //dds fix + + //load reflection + vec4 tmp = vec4(lightdir, 0.0); + vec4 refTex; + vec4 refl; + // cover = 0; + + if(cover >= 1.5){ + refTex = texture2D(water_reflection, vec2(tmp)); + refl= normalize(refTex); + } else { + refTex = texture2D(water_reflection_grey, vec2(tmp)); + refl = normalize(refTex); + refl.r *= (0.75 + 0.15 * cover); + refl.g *= (0.80 + 0.15 * cover); + refl.b *= (0.875 + 0.125 * cover); + refl.a *= 1.0; + } + + rotationmatrix(radians(2.1* windScale + 0.25 * sin(waterTex1.s *0.14)), RotationMatrix); + vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1* RotationMatrix + disdis * sca2) * windScale * 1.15) * 2.0 - 1.0); + vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(-1.5 * windScale -0.32 * sin(waterTex1.s *0.24)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex2* RotationMatrix * tscale) * windScale * 1.8) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * tscale) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(3.8 * windScale + 0.45 * sin(waterTex1.s *0.32)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale * 0.85) * 2.0 - 1.0); + N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2/** RotationMatrix*/ * (tscale + sca2)) * windScale) * 2.0 - 1.0); + + rotationmatrix(radians(-2.8 * windScale - 0.38 * sin(waterTex1.s * 0.26)), RotationMatrix); + N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale * 2.1) * 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, mixFactor) * waveRoughness); + //N.r += ddx; + //N.g += ddy; + + 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 * 0.3 ; + + //calculate fresnel + vec4 invfres = vec4( dot(vNorm, viewt) ); + vec4 fres = vec4(1.0) + invfres; + refl *= fres; + + //calculate the fog factor + float fogFactor; + float fogCoord = ecPosition.z; + const float LOG2 = 1.442695; + fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); + + if(gl_Fog.density == 1.0) + fogFactor=1.0; + + //calculate final colour + vec4 ambient_light = gl_LightSource[0].diffuse; + vec4 finalColor; + + if(cover >= 1.5){ + finalColor = refl + specular; + } else { + finalColor = refl; + } + + float foamSlope = 0.10 + 0.1 * windScale; + //float waveSlope = mix(N0.g, N1.g, 0.25); + + vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0); + float waveSlope = N.g; + + if (windEffect >= 8.0) + if (waveSlope >= foamSlope){ + finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(0.01, 0.50, N.g)); + } + + + finalColor *= ambient_light; + + //gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); + finalColor.rgb = fog_Func(finalColor.rgb, fogType); + gl_FragColor = finalColor; + }