#version 120 varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; varying vec3 lightVec; uniform sampler3D NoiseTex; uniform float osg_SimulationTime; //const float scale = 1.0; void main (void) { vec4 noisevecS = texture3D(NoiseTex, (rawpos.xyz)*0.0126); vec4 nvLS = texture3D(NoiseTex, (rawpos.xyz)*-0.0003323417); vec4 noisevec = texture3D(NoiseTex, (rawpos.xyz)*0.00423+vec3(0.0,0.0,osg_SimulationTime*0.035217)); vec4 nvL = texture3D(NoiseTex, (rawpos.xyz)*0.001223417+(0.0,0.0,osg_SimulationTime*-0.0212)); float fogFactor; if (gl_Fog.density == 1.0) { fogFactor=1.0; } else { float fogCoord = ecPosition.z; const float LOG2 = 1.442695; fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2); fogFactor = clamp(fogFactor, 0.0, 1.0); } float a=1.0; float n=0.00; n += nvLS[0]*a; a/=2.0; n += nvLS[1]*a; a/=2.0; n += nvLS[2]*a; a/=2.0; n += nvLS[3]*a; a=4.0; float na=n; na += nvL[0]*1.1; a*=1.2; na += nvL[1]*a; a*=1.2; na += nvL[2]*a; a*=1.2; na += nvL[3]*a; a=2.0; na += noisevec[0]*a*0.2; a*=1.2; na += noisevec[1]*a; a*=1.2; na += noisevec[2]*a; a*=1.2; na += noisevec[3]*a; vec4 c1; c1 = asin(vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0)); vec3 Eye = normalize(-ecPosition.xyz); vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24)))); vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9); vec3 bumped = max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0); vec4 ambientColor = gl_LightSource[0].ambient; vec4 light = ambientColor; c1 *= light; float bumpFact = (bumped.r+bumped.g+bumped.b); float ReflectedEye = max(dot(Reflected, Eye), 0.0); float eyeFact = pow(ReflectedEye, 20.0); c1 += 0.3 * gl_LightSource[0].diffuse * (1.0-eyeFact) * bumpFact*bumpFact; c1 += 0.4 * gl_LightSource[0].diffuse * eyeFact * 3*bumpFact; eyeFact = pow(eyeFact, 20.0); c1 += gl_LightSource[0].specular * eyeFact * 4*bumpFact; vec4 finalColor = c1; gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor); }