diff --git a/Shaders/water-inland.frag b/Shaders/water-inland.frag index 198f910cf..8ba560abb 100644 --- a/Shaders/water-inland.frag +++ b/Shaders/water-inland.frag @@ -6,8 +6,10 @@ uniform sampler2D water_normalmap; uniform sampler2D water_reflection; uniform sampler2D water_dudvmap; +uniform sampler2D water_reflection_grey; + uniform float saturation; -uniform float RainNorm; +uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; varying vec4 waterTex1; //moving texcoords varying vec4 waterTex2; //moving texcoords @@ -19,81 +21,105 @@ varying vec3 normal; 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); + 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); -// compute direction to viewer -vec3 E = normalize(viewerdir); + // compute direction to viewer + vec3 E = normalize(viewerdir); -// compute direction to light source -vec3 L = normalize(lightdir); + // compute direction to light source + vec3 L = normalize(lightdir); -// half vector -vec3 H = normalize(L + E); - -const float water_shininess = 240.0; + // half vector + vec3 H = normalize(L + E); -vec4 viewt = normalize(waterTex4); + const float water_shininess = 240.0; -vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; -vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0; -vec4 fdist = normalize(dist); -fdist *= sca; + // approximate cloud cover + float cover = 0; + cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); -//normalmap -vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0; -vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; -vec4 vNorm = normalize(nmap0 + nmap2); + vec4 viewt = normalize(waterTex4); -//load reflection -vec4 tmp = vec4(lightdir, 0.0); -vec4 refTex = texture2D(water_reflection, vec2(tmp)); -vec4 refl = normalize(refTex); + vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; + vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0; + vec4 fdist = normalize(dist); + fdist *= sca; -vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0); -vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0); -vec3 N = normalize(normal+N0+N1); + //normalmap + vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0; + vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; + vec4 vNorm = normalize(nmap0 + nmap2); -vec3 specular_color = vec3(gl_LightSource[0].diffuse) - * pow(max(0.0, dot(N, H)), water_shininess) * 6.0; + //load reflection + vec4 tmp = vec4(lightdir, 0.0); + vec4 refTex; + vec4 baseTex; + vec4 greyTex; + vec4 refl; + vec4 base; + vec4 grey; -vec4 specular = vec4(specular_color,0.5); + baseTex = texture2D(water_reflection, vec2(tmp)); + base = normalize(baseTex); + greyTex = texture2D(water_reflection_grey, vec2(tmp)); + grey = normalize(greyTex); -//calculate fresnel -vec4 invfres = vec4( dot(vNorm, viewt) ); -vec4 fres = vec4(1.0) + invfres; -refl *= fres; + //cover = 3; -// take rain into account -float rain_factor = 0.7 - RainNorm; -rain_factor = clamp(rain_factor, 0, 1); - -if (RainNorm > 0) -{ - refl *= (0.9, 1.0, 0.6 * rain_factor, 1.0); -} -else -{ - refl *= (0.9, 1.0, 0.6, 1.0); -} - -specular = specular * 0.4 * rain_factor; - -vec4 finalColor = refl + specular; - -float fogFactor; -float fogCoord = ecPosition.z; -const float LOG2 = 1.442695; -fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); - -vec4 ambient_light = gl_LightSource[0].diffuse; - - finalColor *= ambient_light; - - if(gl_Fog.density == 1.0) - fogFactor=1.0; - -gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor); + if(cover >= 1.5){ + refl = mix(base, grey, 0.35); + refl.r *= (0.93); + refl.g *= (0.95); + refl.b *= (1.0); + refl.a *= 1.0; + } else { + refl = mix(base, grey, 0.45); + refl.r *= (0.70 + 0.15 * cover); + refl.g *= (0.80 + 0.15 * cover); + refl.b *= (0.85 + 0.125 * cover); + refl.a *= 1.0; + } + + vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0); + vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0); + vec3 N = normalize(normal+N0+N1); + + // 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; + + //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; + + //cover = 3; + + if(cover >= 1.5){ + finalColor = refl + specular; + } else { + finalColor = refl; + } + + finalColor *= ambient_light; + + gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); } diff --git a/Shaders/water.frag b/Shaders/water.frag index 43d98753a..dcaaf198c 100644 --- a/Shaders/water.frag +++ b/Shaders/water.frag @@ -6,7 +6,10 @@ uniform sampler2D water_normalmap; uniform sampler2D water_reflection; uniform sampler2D water_dudvmap; +uniform sampler2D water_reflection_grey; + uniform float saturation; +uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; varying vec4 waterTex1; //moving texcoords varying vec4 waterTex2; //moving texcoords @@ -18,68 +21,93 @@ varying vec3 normal; 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); + 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); -// compute direction to viewer -vec3 E = normalize(viewerdir); + // compute direction to viewer + vec3 E = normalize(viewerdir); -// compute direction to light source -vec3 L = normalize(lightdir); + // compute direction to light source + vec3 L = normalize(lightdir); -// half vector -vec3 H = normalize(L + E); - -const float water_shininess = 240.0; + // half vector + vec3 H = normalize(L + E); -vec4 viewt = normalize(waterTex4); + const float water_shininess = 240.0; -vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; -vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0; -vec4 fdist = normalize(dist); -fdist *= sca; + // approximate cloud cover + float cover = 0; + cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); -//normalmap -vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0; -vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; -vec4 vNorm = normalize(nmap0 + nmap2); + vec4 viewt = normalize(waterTex4); -//load reflection -vec4 tmp = vec4(lightdir, 0.0); -vec4 refTex = texture2D(water_reflection, vec2(tmp)); -vec4 refl = normalize(refTex); + vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; + vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0; + vec4 fdist = normalize(dist); + fdist *= sca; -vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0); -vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0); -vec3 N = normalize(normal+N0+N1); + //normalmap + vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0; + vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; + vec4 vNorm = normalize(nmap0 + nmap2); -vec3 specular_color = vec3(gl_LightSource[0].diffuse) - * pow(max(0.0, dot(N, H)), water_shininess) * 6.0; + //load reflection + vec4 tmp = vec4(lightdir, 0.0); + vec4 refTex; + vec4 refl; + // cover = 0; -vec4 specular = vec4(specular_color,0.5); - -//calculate fresnel -vec4 invfres = vec4( dot(vNorm, viewt) ); -vec4 fres = vec4(1.0) + invfres; -refl *= fres; + 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; + } -specular = specular * saturation; + vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0); + vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0); + vec3 N = normalize(normal+N0+N1); -vec4 finalColor = refl + specular; + // 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; -float fogFactor; -float fogCoord = ecPosition.z; -const float LOG2 = 1.442695; -fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); + //calculate fresnel + vec4 invfres = vec4( dot(vNorm, viewt) ); + vec4 fres = vec4(1.0) + invfres; + refl *= fres; -vec4 ambient_light = gl_LightSource[0].diffuse; + //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); - finalColor *= ambient_light; + if(gl_Fog.density == 1.0) + fogFactor=1.0; - if(gl_Fog.density == 1.0) - fogFactor=1.0; + //calculate final colour + vec4 ambient_light = gl_LightSource[0].diffuse; + vec4 finalColor; -gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor); + // cover = 0; + + if(cover >= 1.5){ + finalColor = refl + specular; + } else { + finalColor = refl; + } + + finalColor *= ambient_light; + + gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); }