// 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 vec3 viewerdir; varying vec3 lightdir; varying vec3 normal; varying vec3 rawNormal; varying vec3 VTangent; varying vec3 VBinormal; uniform float osg_SimulationTime; uniform float WindE, WindN; uniform int rembrandt_enabled; attribute vec3 tangent; attribute vec3 binormal; /////// 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; rawNormal= gl_Normal; normal = gl_NormalMatrix * gl_Normal; VTangent = normalize(gl_NormalMatrix * tangent); VBinormal = normalize(gl_NormalMatrix * binormal); viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); 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(WindE * WindE + WindN * WindN) * 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(); }