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fgdata/Shaders/water.frag

103 lines
3.1 KiB
GLSL

#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)
{
// const float snowlevel=2000.0;
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;
float fogCoord = ecPosition.z;
const float LOG2 = 1.442695;
fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
// float biasFactor = exp2(-0.00000002 * 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;
// GOOD
vec4 c1;
c1 = vec4(smoothstep(0.0, 2.2, n), smoothstep(-0.1, 2.10, n), smoothstep(-0.2, 2.0, n), 1.0);
/*
vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+nvL[2]*0.8)));
vec3 bump = normalize(VNormal+vec3(0.0, 0.0, nvL[0]*1.4+nvL[1]*6.4+nvL[2]*16+noisevec[3]*3.3)*2.0-1.4);
vec3 bumped = max(dot(normalize(Normal), normalize(bump)), 0.0);
bumped=max(normalize(refract(lightVec, normalize(bump), 0.3)), 0.0);
*/
vec3 Eye = normalize(-ecPosition.xyz);
vec3 Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal+vec3(0.0,0.0,na*0.10-0.24))));
//Reflected = normalize(reflect(-normalize(lightVec), normalize(VNormal)));
//vec3 bump = normalize(VNormal+vec3(0.0, 0.0, na)-0.9);
//vec3 bumped;
// = max(dot(normalize(Normal.xyz), normalize(bump)), vec3(0.0, 0.0, 0.0));
//bumped=max(normalize(refract(lightVec, normalize(bump), 0.16)), 0.0);
vec4 ambientColor = gl_LightSource[0].ambient;
vec4 light = ambientColor;
c1 *= light;
// c1 += gl_LightSource[0].diffuse*0.5 * pow(max(dot(Reflected, Eye), 0.0), 2.0/*gl_FrontMaterial.shininess*/);
// c1 *= pow(max(Reflected.x+Reflected.y+Reflected.z, 0.0), 1.0/*gl_FrontMaterial.shininess*/);
// c1 *= 0.3;
// c1 = vec4(0.0);
// c1 = vec4(0.0);
//c1 += (vec3(0.0, 0.01, 0.01)*n) * pow(max(Reflected.x+Reflected.y+Reflected.z, 0.0), 9.0/*gl_FrontMaterial.shininess*/);
// c1 += gl_LightSource[0].specular*2.0 * pow(max(dot(bumped, Eye), 0.3), 89.0)/*gl_FrontMaterial.shininess*/;
// HERE IS GOOD
// c1 += (vec4(0.3, 0.34, 0.4, 1.0)-0.1)*gl_LightSource[0].diffuse * (bumped.r+bumped.g+bumped.b);
float ReflectedEye = max(dot(Reflected, Eye), 0.0);
c1 += gl_LightSource[0].diffuse*0.4 * pow(ReflectedEye, 20.0);
c1 += gl_LightSource[0].specular * pow(ReflectedEye, 400.0/*gl_FrontMaterial.shininess*/);
vec4 finalColor = c1;
if(gl_Fog.density == 1.0)
fogFactor=1.0;
gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
}