// 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 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 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); ////////////////////// 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); // 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; cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); vec4 viewt = normalize(waterTex4); 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; //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); //load reflection vec4 tmp = vec4(lightdir, 0.0); vec4 refTex; vec4 baseTex; vec4 greyTex; vec4 refl; vec4 base; vec4 grey; baseTex = texture2D(water_reflection, vec2(tmp)); base = normalize(baseTex); greyTex = texture2D(water_reflection_grey, vec2(tmp)); grey = normalize(greyTex); //cover = 3; 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); finalColor.rgb = fog_Func(finalColor.rgb, fogType); gl_FragColor = finalColor; }