Merge branch 'master' of gitorious.org:fg/fgdata
This commit is contained in:
commit
f695fd4679
13 changed files with 279 additions and 61 deletions
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@ -83,6 +83,12 @@ Jan 30 2003
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<layer>
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<name>HDG Knob</name>
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<condition>
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<equals>
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<property>/sim/instrument-options/omit-knobs</property>
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<value></value>
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</equals>
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</condition>
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<w>88</w>
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<h>88</h>
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<texture>
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|
|
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@ -23,9 +23,9 @@
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<object-name>PtrTipL</object-name>
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<property>systems/electrical/amps</property>
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<interpolation>
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<entry><ind>-40</ind><dep>-45</dep></entry>
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<entry><ind>-40</ind><dep>-30</dep></entry>
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<entry><ind>0</ind><dep>0</dep></entry>
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<entry><ind>40</ind><dep>45</dep></entry>
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<entry><ind>40</ind><dep>33</dep></entry>
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</interpolation>
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<axis>
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<x>1</x>
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|
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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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|
|
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@ -21,7 +21,7 @@
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# EventChannel.register(event_hash, handler)
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# Register a handler for the event identified by the hash event_hash.
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# event_hash - hash value for the event : a unique 4 character string
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# handler - a handler function for the event : func (msg)
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# handler - a handler function for the event : func (sender, msg)
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#
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# EventChannel.deregister(event_hash)
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# Deregister the handler for the event identified by the hash event_hash.
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@ -62,7 +62,7 @@ EventChannel.send = func (event_hash,
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EventChannel._process = func (n, msg) {
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var event_hash = Binary.readHash(msg);
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if (contains(me.events, event_hash)) {
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me.events[event_hash](substr(msg, Binary.sizeOf["Hash"]));
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me.events[event_hash](n, substr(msg, Binary.sizeOf["Hash"]));
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}
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}
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@ -226,11 +226,64 @@ BroadcastChannel._loop_ = func (id) {
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}
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######################################################################
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###############################################################################
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# Lamport clock. Useful for creating a total order for events or messages.
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# The users' callsigns are used to break ties.
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#
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# LamportClock.new()
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# Creates a new lamport clock for this user.
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#
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# LamportClock.merge(sender, sender_timestamp)
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# Merges the timestamp from the sender with the local clock.
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# sender : base node of the senders property tree
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# sender_timestamp : the timestamp received from the sender.
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# Returns 1 if the local clock was advanced; 0 otherwise.
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#
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# LamportClock.advance()
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# Advances the local clock one tick.
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#
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# LamportClock.timestamp()
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# Returns an encoded 4 character long timestamp from the local clock.
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#
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var LamportClock = {
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# LamportClock.new()
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# Creates a new lamport clock for this user.
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new : func {
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var obj = {
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parents : [LamportClock],
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callsign : getprop("/sim/multiplay/callsign"),
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time : 0
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};
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return obj;
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},
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merge : func (sender, sender_timestamp) {
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var sender_time = Binary.decodeInt28(sender_timestamp);
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if (sender_time > me.time) {
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me.time = sender_time;
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return 1;
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} elsif ((sender_time == me.time) and
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(cmp(sender.getNode("callsign").getValue(), me.callsign) > 0)) {
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return 1;
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} else {
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# The received timestamp is old and should be ignored.
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return 0;
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}
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},
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advance : func {
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me.time += 1;
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},
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timestamp : func {
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return Binary.encodeInt28(me.time);
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}
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};
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||||
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###############################################################################
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# Some routines for encoding/decoding values into/from a string.
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# NOTE: MP is picky about what it sends in a string propery.
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# Encode 7 bits as a printable 8 bit character.
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var Binary = {};
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Binary.TWOTO27 = 134217728;
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Binary.TWOTO28 = 268435456;
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Binary.TWOTO31 = 2147483648;
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Binary.TWOTO32 = 4294967296;
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@ -275,6 +328,31 @@ Binary.decodeByte = func (str) {
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return int(v);
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}
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############################################################
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# NOTE: This encodes a 28 bit integer.
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Binary.sizeOf["int28"] = 4;
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Binary.encodeInt28 = func (int) {
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var bf = bits.buf(4);
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if (int < 0) int += Binary.TWOTO32;
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var r = int;
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for (var i = 0; i < 4; i += 1) {
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var c = math.mod(r, 128);
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bf[3-i] = c + `A`;
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r = (r - c)/128;
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}
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return bf;
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}
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############################################################
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Binary.decodeInt28 = func (str) {
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var v = 0;
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var b = 1;
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for (var i = 0; i < 4; i += 1) {
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v += (str[3-i] - `A`) * b;
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b *= 128;
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}
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if (v / Binary.TWOTO27 >= 1) v -= Binary.TWOTO28;
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return int(v);
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}
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############################################################
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# NOTE: This can neither handle huge values nor really tiny.
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Binary.sizeOf["double"] = 2*Binary.sizeOf["int"];
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Binary.encodeDouble = func (d) {
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@ -318,6 +396,8 @@ Binary.stringHash = func (str) {
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Binary.readHash = func (str) {
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return substr(str, 0, Binary.sizeOf["Hash"]);
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}
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############################################################
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Binary.sizeOf["LamportTS"] = 4;
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######################################################################
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###############################################################################
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|
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@ -23,20 +23,42 @@ var sharedDoor = {
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obj.parents = [sharedDoor] ~ obj.parents;
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obj.event_hash = mp_broadcast.Binary.stringHash
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(isa(node, props.Node) ? node.getPath() : node);
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events.register(obj.event_hash, func (msg) { obj._process(msg) });
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obj.clock = mp_broadcast.LamportClock.new();
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obj.loopid = 0;
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events.register(obj.event_hash,
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func (sender, msg) { obj._process(sender, msg) });
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return obj;
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},
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toggle: func {
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events.send(me.event_hash, mp_broadcast.Binary.encodeByte(me.target));
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# Send current time, current position and target position.
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me.clock.advance();
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me.move(me.target);
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me._loop(me.loopid += 1);
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},
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destroy : func {
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me.loopid += 1;
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events.deregister(me.event_hash);
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},
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_process : func (msg) {
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me.target = mp_broadcast.Binary.decodeByte(msg);
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_process : func (sender, msg) {
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if (me.clock.merge(sender, msg)) {
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me.setpos(mp_broadcast.Binary.decodeDouble
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(substr(msg, mp_broadcast.Binary.sizeOf["LamportTS"])));
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me.target = mp_broadcast.Binary.decodeByte
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(substr(msg,
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mp_broadcast.Binary.sizeOf["LamportTS"] +
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mp_broadcast.Binary.sizeOf["double"]));
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me.move(me.target);
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}
|
||||
},
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_loop : func (id) {
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id == me.loopid or return;
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# Send current time, current position and target position.
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events.send(me.event_hash,
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me.clock.timestamp() ~
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mp_broadcast.Binary.encodeDouble(me.positionN.getValue()) ~
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mp_broadcast.Binary.encodeByte(!me.target));
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settimer(func { me._loop(id); }, 17, 1);
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}
|
||||
};
|
||||
|
||||
###############################################################################
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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
|
||||
// © 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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|
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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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|
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uniform sampler3D Noise;
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||||
|
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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;
|
||||
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);
|
||||
|
@ -93,15 +124,31 @@ void main(void)
|
|||
}
|
||||
|
||||
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 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));
|
||||
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);
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
||||
|
@ -9,14 +11,27 @@ 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)
|
||||
{
|
||||
mat4 RotationMatrix;
|
||||
vec3 N = normalize(gl_Normal);
|
||||
normal = N;
|
||||
|
||||
|
@ -30,15 +45,14 @@ 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);
|
||||
|
||||
//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;
|
||||
|
||||
rotationmatrix(Angle, RotationMatrix);
|
||||
waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
|
||||
|
||||
gl_Position = ftransform();
|
||||
}
|
BIN
Textures/Water/perlin-noise-nm.dds
Normal file
BIN
Textures/Water/perlin-noise-nm.dds
Normal file
Binary file not shown.
BIN
Textures/Water/sea_foam.dds
Normal file
BIN
Textures/Water/sea_foam.dds
Normal file
Binary file not shown.
BIN
Textures/Water/water-normalmap2.dds
Normal file
BIN
Textures/Water/water-normalmap2.dds
Normal file
Binary file not shown.
BIN
Textures/Water/waves-ver10-dudv.dds
Normal file
BIN
Textures/Water/waves-ver10-dudv.dds
Normal file
Binary file not shown.
BIN
Textures/Water/waves-ver10-nm.dds
Normal file
BIN
Textures/Water/waves-ver10-nm.dds
Normal file
Binary file not shown.
BIN
Textures/Water/waves2.dds
Normal file
BIN
Textures/Water/waves2.dds
Normal file
Binary file not shown.
Loading…
Add table
Reference in a new issue