e67d04ead9
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
67 lines
No EOL
1.9 KiB
GLSL
67 lines
No EOL
1.9 KiB
GLSL
// This shader is mostly an adaptation of the shader found at
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// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
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// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
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// © Michael Horsch - 2005
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// Major update and revisions - 2011-10-07
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// © Emilian Huminiuc and Vivian Meazza
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#version 120
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varying vec4 waterTex1;
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varying vec4 waterTex2;
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varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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uniform float osg_SimulationTime;
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uniform float WindE, WindN;
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uniform int rembrandt_enabled;
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attribute vec3 tangent;
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attribute vec3 binormal;
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/////// functions /////////
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void rotationmatrix(in float angle, out mat4 rotmat)
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{
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rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
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sin( angle ), cos( angle ), 0.0, 0.0,
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0.0 , 0.0 , 1.0, 0.0,
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0.0 , 0.0 , 0.0, 1.0 );
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}
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void main(void)
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{
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mat4 RotationMatrix;
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normal = gl_NormalMatrix * gl_Normal;
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
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vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
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float Angle;
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float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
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if (WindN == 0.0 && WindE == 0.0) {
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Angle = 0.0;
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}else{
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Angle = atan(-WindN, WindE) - atan(1.0);
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}
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rotationmatrix(Angle, RotationMatrix);
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waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
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rotationmatrix(Angle, RotationMatrix);
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waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
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// fog_Func(fogType);
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gl_Position = ftransform();
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} |