// 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 uniform sampler2D water_normalmap; uniform sampler2D water_reflection; uniform sampler2D water_dudvmap; uniform float saturation; uniform float RainNorm; 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; 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; 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 = texture2D(water_reflection, vec2(tmp)); vec4 refl = normalize(refTex); 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); 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); //calculate fresnel vec4 invfres = vec4( dot(vNorm, viewt) ); vec4 fres = vec4(1.0) + invfres; refl *= fres; // take rain into account float rain_factor = 0.7 - RainNorm; rain_factor = clamp(rain_factor, 0, 1); if (RainNorm > 0) { refl *= (0.9, 1.0, 0.6 * rain_factor, 1.0); } else { refl *= (0.9, 1.0, 0.6, 1.0); } specular = specular * 0.4 * rain_factor; vec4 finalColor = refl + specular; float fogFactor; float fogCoord = ecPosition.z; const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); vec4 ambient_light = gl_LightSource[0].diffuse; finalColor *= ambient_light; if(gl_Fog.density == 1.0) fogFactor=1.0; gl_FragColor = mix(gl_Fog.color,finalColor, fogFactor); }