#version 330 core layout(location = 0) out vec4 outGBuffer0; layout(location = 1) out vec4 outGBuffer1; in vec4 waterTex1; in vec4 waterTex2; in mat3 TBN; in vec3 ecPosition; in vec2 TopoUV; uniform sampler2D perlin_normalmap; uniform sampler2D water_dudvmap; uniform sampler2D water_normalmap; uniform sampler2D water_colormap; uniform float WindE; uniform float WindN; uniform float WaveFreq; uniform float WaveAmp; uniform float WaveSharp; uniform float WaveAngle; uniform float WaveFactor; uniform float WaveDAngle; uniform float osg_SimulationTime; uniform vec3 fg_SunDirection; // normal_encoding.glsl vec2 encode_normal(vec3 n); // color.glsl vec3 eotf_inverse_sRGB(vec3 srgb); void rotationmatrix(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 ); } // wave functions /////////////////////// struct Wave { float freq; // 2*PI / wavelength float amp; // amplitude float phase; // speed * 2*PI / wavelength vec2 dir; }; Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25)); Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25)); Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3)); Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1)); float evaluateWave(in Wave w, vec2 pos, float t) { return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase); } // derivative of wave function float evaluateWaveDeriv(Wave w, vec2 pos, float t) { return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase); } // sharp wave functions float evaluateWaveSharp(Wave w, vec2 pos, float t, float k) { return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k); } float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k) { return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase); } void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, float ddy) { mat4 RotationMatrix; float deriv; vec4 P = waterTex1 * 1024; rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix); P *= RotationMatrix; P.y += evaluateWave(wave0, P.xz, osg_SimulationTime); deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime ); ddx = deriv * wave0.dir.x; ddy = deriv * wave0.dir.y; P.y += evaluateWave(wave1, P.xz, osg_SimulationTime); deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime); ddx += deriv * wave1.dir.x; ddy += deriv * wave1.dir.y; P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp); deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp); ddx += deriv * wave2.dir.x; ddy += deriv * wave2.dir.y; P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp); deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp); ddx += deriv * wave3.dir.x; ddy += deriv * wave3.dir.y; } void main() { 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; float windEffect = sqrt(WindE*WindE + WindN*WindN) * 0.6; float windScale = 15.0/(3.0 + windEffect); float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect); float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windEffect); mixFactor = clamp(mixFactor, 0.3, 0.8); // sine waves float ddx, ddx1, ddx2, ddx3, ddy, ddy1, ddy2, ddy3; float angle; ddx = 0.0, ddy = 0.0; ddx1 = 0.0, ddy1 = 0.0; ddx2 = 0.0, ddy2 = 0.0; ddx3 = 0.0, ddy3 = 0.0; // there's no need to do wave patterns or foam for pixels which are so // far away that we can't actually see them // we only need detail in the near zone or where the sun reflection is float dist = length(ecPosition); bool detailed = (dist < 15000.0) || (dot(fg_SunDirection, normalize(ecPosition)) >= 0.7); if (detailed) { angle = 0.0; wave0.freq = WaveFreq ; wave0.amp = WaveAmp; wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle))); angle -= 45; wave1.freq = WaveFreq * 2.0 ; wave1.amp = WaveAmp * 1.25; wave1.dir = vec2(0.70710, -0.7071); //vec2(cos(radians(angle)), sin(radians(angle))); angle += 30; wave2.freq = WaveFreq * 3.5; wave2.amp = WaveAmp * 0.75; wave2.dir = vec2(0.96592, -0.2588);// vec2(cos(radians(angle)), sin(radians(angle))); angle -= 50; wave3.freq = WaveFreq * 3.0 ; wave3.amp = WaveAmp * 0.75; wave3.dir = vec2(0.42261, -0.9063); //vec2(cos(radians(angle)), sin(radians(angle))); sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy); sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1); //reset the waves angle = 0.0; float waveamp = WaveAmp * 0.75; wave0.freq = WaveFreq ; wave0.amp = waveamp; wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle))); angle -= 20; wave1.freq = WaveFreq * 2.0 ; wave1.amp = waveamp * 1.25; wave1.dir = vec2(0.93969, -0.34202);// vec2(cos(radians(angle)), sin(radians(angle))); angle += 35; wave2.freq = WaveFreq * 3.5; wave2.amp = waveamp * 0.75; wave2.dir = vec2(0.965925, 0.25881); //vec2(cos(radians(angle)), sin(radians(angle))); angle -= 45; wave3.freq = WaveFreq * 3.0 ; wave3.amp = waveamp * 0.75; wave3.dir = vec2(0.866025, -0.5); //vec2(cos(radians(angle)), sin(radians(angle))); sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2); sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3); } vec4 disdis = texture(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0; vec3 N0 = vec3(texture(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0); vec3 N1 = vec3(texture(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0); N0 += vec3(texture(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0); N1 += vec3(texture(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0); rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix); N0 += vec3(texture(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0); N1 += vec3(texture(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0); rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix); N0 += vec3(texture(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0); N1 += vec3(texture(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0); N0 *= windEffect_low; N1 *= windEffect_low; N0.r += (ddx + ddx1 + ddx2 + ddx3); N0.g += (ddy + ddy1 + ddy2 + ddy3); vec3 N = normalize(mix(N0, N1, mixFactor) * waveRoughness); vec3 floorColor = eotf_inverse_sRGB(texture(water_colormap, TopoUV).rgb); outGBuffer0.rg = encode_normal(TBN * N); outGBuffer1.rgb = floorColor; }