// 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 #version 120 #define fps2kts 0.5925 uniform sampler2D water_normalmap; uniform sampler2D water_reflection; uniform sampler2D water_dudvmap; uniform sampler2D water_reflection_grey; uniform sampler2D sea_foam; uniform sampler2D alpha_tex; uniform sampler2D bowwave_nmap; uniform float saturation, Overcast, WindE, WindN, spd, hdg; uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; uniform int Status; varying vec4 waterTex1; //moving texcoords varying vec4 waterTex2; //moving texcoords varying vec4 waterTex4; //viewts varying vec4 ecPosition; varying vec3 viewerdir; varying vec3 lightdir; varying vec3 normal; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// /////// functions ///////// float normalize_range(float _val) { if (_val > 180.0) return _val - 360.0; else return _val; } void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad) { //calculate the carrier speed north and east in kts float speed_north_kts = cos(radians(hdg)) * spd ; float speed_east_kts = sin(radians(hdg)) * spd ; //calculate the relative wind speed north and east in kts float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts; float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts; //combine relative speeds north and east to get relative windspeed in kts rel_wind_speed_kts = sqrt(rel_wind_speed_from_east_kts*rel_wind_speed_from_east_kts + rel_wind_speed_from_north_kts*rel_wind_speed_from_north_kts); //calculate the relative wind direction float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts)); // rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts); float rel_wind = rel_wind_from_deg - hdg; rel_wind = normalize_range(rel_wind); rel_wind_from_rad = radians(rel_wind); } 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; float relWindspd=0; float relWinddir=0; // compute relative wind speed and direction relWind (relWindspd, relWinddir); rotationmatrix(relWinddir, RotationMatrix); // compute direction to viewer vec3 E = normalize(viewerdir); // compute direction to light source vec3 L = normalize(lightdir); // half vector vec3 H = normalize(L + E); const float water_shininess = 240.0; // approximate cloud cover float cover = 0.0; //bool Status = true; float windEffect = relWindspd; //wind speed in kt // float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt float windScale = 15.0/(5.0 + windEffect); //wave scale float waveRoughness = 0.05 + smoothstep(0.0, 50.0, windEffect); //wave roughness filter 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) * 2.0 - 1.0; vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale * 2.0) * 2.0 - 1.0; vec4 fdist = normalize(dist); fdist = -fdist; fdist *= sca; //normalmap rotationmatrix(-relWinddir, RotationMatrix); vec4 nmap0 = texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2) * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0; vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0; vec4 nmap3 = texture2D(bowwave_nmap, gl_TexCoord[0].st) * 2.0 - 1.0; vec4 vNorm = normalize(mix(nmap3, nmap0 + nmap2, 0.3 )* waveRoughness); vNorm = -vNorm; //load reflection vec4 tmp = vec4(lightdir, 0.0); vec4 refTex = texture2D(water_reflection, vec2(tmp)) ; vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp)) ; vec4 refl ; // cover = 0; if(cover >= 1.5){ refl= normalize(refTex); } else { refl = normalize(refTexGrey); 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; } vec3 N0 = vec3(texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2)* RotationMatrix) * windScale * 2.0) * 2.0 - 1.0); vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0); vec3 N2 = vec3(texture2D(bowwave_nmap, gl_TexCoord[0].st)*2.0-1.0); //vec3 Nf = normalize((normal+N0+N1)*waveRoughness); vec3 N = normalize(mix(normal+N2, normal+N0+N1, 0.3)* waveRoughness); N = -N; // 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 * 0.3; //calculate fresnel vec4 invfres = vec4( dot(vNorm, viewt) ); vec4 fres = vec4(1.0) + invfres; refl *= fres; vec4 alpha0 = texture2D(alpha_tex, gl_TexCoord[0].st); //refl.a *= alpha0.a; ////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 = 0; if(cover >= 1.5){ finalColor = refl + specular; } else { finalColor = refl; } //add foam float foamSlope = 0.05 + 0.01 * windScale; //float waveSlope = mix(N0.g, N1.g, 0.25); vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 50.0); float waveSlope = N.g; if (windEffect >= 12.0) if (waveSlope >= foamSlope){ finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.5, N.g)); } //generate final colour finalColor *= ambient_light+ alpha0 * 0.35; finalColor.rgb = fog_Func(finalColor.rgb, fogType); gl_FragColor = vec4(finalColor.rgb, alpha0.a * 1.35); }