// 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 varying vec4 waterTex1; varying vec4 waterTex2; varying vec4 waterTex4; varying vec4 ecPosition; varying vec3 viewerdir; varying vec3 lightdir; varying vec3 normal; uniform float osg_SimulationTime; uniform float WindE, WindN; ////fog "include"//////// // uniform int fogType; // // void fog_Func(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) { mat4 RotationMatrix; vec3 N = normalize(gl_Normal); normal = N; ecPosition = gl_ModelViewMatrix * gl_Vertex; viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position)); 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 Angle; float windFactor = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.05; if (WindN == 0.0 && WindE == 0.0) { Angle = 0.0; }else{ Angle = atan(-WindN, WindE) - atan(1.0); } rotationmatrix(Angle, RotationMatrix); waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor; rotationmatrix(Angle, RotationMatrix); waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor; // fog_Func(fogType); gl_Position = ftransform(); }