391 lines
13 KiB
GLSL
391 lines
13 KiB
GLSL
// FRAGMENT SHADER
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// 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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// Optimisation - 2012-5-05
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// Based on ideas by Thorsten Renk
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// ©Emilian Huminiuc and Vivian Meazza
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#version 120
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varying vec2 TopoUV;
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varying vec3 WorldPos;
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varying vec3 lightdir;
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varying vec3 normal;
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varying vec3 viewerdir;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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uniform sampler2D perlin_normalmap;
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uniform sampler2D sea_foam;
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uniform sampler2D topo_map;
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uniform sampler2D water_dudvmap;
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uniform sampler2D water_normalmap;
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uniform sampler2D water_reflection;
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uniform sampler2D water_reflection_grey;
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uniform sampler3D Noise;
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uniform float CloudCover0;
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uniform float CloudCover1;
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uniform float CloudCover2;
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uniform float CloudCover3;
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uniform float CloudCover4;
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uniform float Overcast;
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uniform float WindE;
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uniform float WindN;
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uniform float osg_SimulationTime;
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uniform float saturation;
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uniform int Status;
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uniform float WaveAmp;
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uniform float WaveAngle;
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uniform float WaveDAngle;
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uniform float WaveFactor;
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uniform float WaveFreq;
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uniform float WaveSharp;
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uniform float normalmap_dds;
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////fog "include" /////
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uniform int fogType;
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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const vec4 AllOnes = vec4(1.0);
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const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005);
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const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02);
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const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25);
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const float water_shininess = 240.0;
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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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// wave functions ///////////////////////
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struct Wave {
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float freq; // 2*PI / wavelength
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float amp; // amplitude
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float phase; // speed * 2*PI / wavelength
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vec2 dir;
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};
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Wave wave0 = Wave(1.0, 1.0, 0.5, vec2(0.97, 0.25));
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Wave wave1 = Wave(2.0, 0.5, 1.3, vec2(0.97, -0.25));
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Wave wave2 = Wave(1.0, 1.0, 0.6, vec2(0.95, -0.3));
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Wave wave3 = Wave(2.0, 0.5, 1.4, vec2(0.99, 0.1));
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float evaluateWave(in Wave w, vec2 pos, float t)
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{
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return w.amp * sin( dot(w.dir, pos) * w.freq + t * w.phase);
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}
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// derivative of wave function
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float evaluateWaveDeriv(Wave w, vec2 pos, float t)
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{
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return w.freq * w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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}
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// sharp wave functions
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float evaluateWaveSharp(Wave w, vec2 pos, float t, float k)
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{
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return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k);
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}
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float evaluateWaveDerivSharp(Wave w, vec2 pos, float t, float k)
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{
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return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1.0) * cos( dot(w.dir, pos)*w.freq + t*w.phase);
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}
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void sumWaves(float angle, float dangle, float windScale, float factor, out float ddx, out float ddy)
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{
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mat4 RotationMatrix;
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float deriv;
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vec4 P = waterTex1 * 1024.0;
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rotationmatrix(radians(angle + dangle * windScale + 0.6 * sin(P.x * factor)), RotationMatrix);
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P *= RotationMatrix;
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P.y += evaluateWave(wave0, P.xz, osg_SimulationTime);
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deriv = evaluateWaveDeriv(wave0, P.xz, osg_SimulationTime );
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ddx = deriv * wave0.dir.x;
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ddy = deriv * wave0.dir.y;
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P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
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deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
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ddx += deriv * wave1.dir.x;
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ddy += deriv * wave1.dir.y;
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P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
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deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
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ddx += deriv * wave2.dir.x;
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ddy += deriv * wave2.dir.y;
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P.y += evaluateWaveSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
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deriv = evaluateWaveDerivSharp(wave3, P.xz, osg_SimulationTime, WaveSharp);
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ddx += deriv * wave3.dir.x;
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ddy += deriv * wave3.dir.y;
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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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// compute direction to viewer
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vec3 E = normalize(viewerdir);
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// compute direction to light source
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vec3 L = normalize(lightdir);
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// half vector
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vec3 H = normalize(L + E);
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vec3 Normal = normalize(normal);
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// approximate cloud cover
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float cover = 0.0;
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//bool Status = true;
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// try some aliasing fix for low angles
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// float viewAngle = smoothstep(0.0,0.5,abs(dot(E,Normal)));
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// Global bathymetry texture
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vec4 topoTexel = texture2D(topo_map, TopoUV);
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vec4 mixNoise = texture3D(Noise, WorldPos.xyz * 0.00005);
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vec4 mixNoise1 = texture3D(Noise, WorldPos.xyz * 0.00008);
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float mixNoiseFactor = mixNoise.r * mixNoise.g * mixNoise.b;
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float mixNoise1Factor = mixNoise1.r * mixNoise1.g * mixNoise1.b;
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mixNoiseFactor *= 300.0;
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mixNoise1Factor *= 300.0;
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mixNoiseFactor = 0.8 + 0.2 * smoothstep(0.0,1.0, mixNoiseFactor)* smoothstep(0.0,1.0, mixNoise1Factor);
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float floorMixFactor = smoothstep(0.3, 0.985, topoTexel.a * mixNoiseFactor);
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vec3 floorColour = mix(topoTexel.rgb, mixNoise.rgb * mixNoise1.rgb, 0.3);
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float windFloorFactor = 1.0 + 0.5 * smoothstep(0.8, 0.985, topoTexel.a);
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float windEffect = sqrt( WindE*WindE + WindN*WindN ) * 0.6; //wind speed in kt
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float windFloorEffect = windEffect * windFloorFactor;
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float windScale = 15.0/(3.0 + windEffect); //wave scale
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float windEffect_low = 0.3 + 0.7 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
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float waveRoughness = 0.01 + smoothstep(0.0, 40.0, windEffect); //wave roughness filter
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float mixFactor = 0.2 + 0.02 * smoothstep(0.0, 50.0, windFloorEffect);
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mixFactor = clamp(mixFactor, 0.3, 0.95);
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// sine waves
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//
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// Test data
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// float WaveFreq =1.0;
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// float WaveAmp = 1000.0;
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// float WaveSharp = 10.0;
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vec4 ddxVec = vec4(0.0);
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vec4 ddyVec = vec4(0.0);
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float ddx = 0.0, ddy = 0.0;
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float ddx1 = 0.0, ddy1 = 0.0;
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float ddx2 = 0.0, ddy2 = 0.0;
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float ddx3 = 0.0, ddy3 = 0.0;
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float waveamp;
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float angle = 0.0;
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float WaveAmpFromDepth = WaveAmp * windFloorFactor;
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float phaseFloorFactor = 1.0 - 0.2 * smoothstep(0.8, 0.9, topoTexel.a);
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wave0.freq = WaveFreq; // * (smoothstep(0.8, 0.9, topoTexel.a)*1.5 + 0.25);
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wave0.amp = WaveAmpFromDepth;
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wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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wave0.phase *= phaseFloorFactor;
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angle -= 45.0;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = WaveAmpFromDepth * 1.25;
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wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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wave1.phase *= phaseFloorFactor;
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angle += 30.0;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = WaveAmpFromDepth * 0.75;
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wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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wave2.phase *= phaseFloorFactor;
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angle -= 50.0;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = WaveAmpFromDepth * 0.75;
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wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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wave3.phase *= phaseFloorFactor;
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// sum waves
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ddx = 0.0, ddy = 0.0;
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sumWaves(WaveAngle, -1.5, windScale, WaveFactor, ddx, ddy);
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ddx1 = 0.0, ddy1 = 0.0;
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sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
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//reset the waves
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angle = 0.0;
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waveamp = WaveAmpFromDepth * 0.75;
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wave0.freq = WaveFreq ;
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wave0.amp = waveamp;
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wave0.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 20.0;
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wave1.freq = WaveFreq * 2.0 ;
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wave1.amp = waveamp * 1.25;
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wave1.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle += 35.0;
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wave2.freq = WaveFreq * 3.5;
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wave2.amp = waveamp * 0.75;
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wave2.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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angle -= 45.0;
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wave3.freq = WaveFreq * 3.0 ;
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wave3.amp = waveamp * 0.75;
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wave3.dir = vec2(cos(radians(angle)), sin(radians(angle)));
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// sum waves
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ddx2 = 0.0, ddy2 = 0.0;
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sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
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ddx3 = 0.0, ddy3 = 0.0;
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sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
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ddxVec = vec4(ddx, ddx1, ddx2, ddx3);
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ddyVec = vec4(ddy, ddy1, ddy2, ddy3);
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float ddxSum = dot(ddxVec, AllOnes);
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float ddySum = dot(ddyVec, AllOnes);
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if (Status == 1){
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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} else {
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// hack to allow for Overcast not to be set by Local Weather
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if (Overcast == 0.0){
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cover = 5.0;
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} else {
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cover = Overcast * 5.0;
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}
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}
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vec4 viewt = vec4(-E, 0.0) * 0.6;
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
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vec2 uvAnimSca2 = (waterTex1 + disdis * sca2).st * windScale;
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//normalmaps
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vec4 nmap = texture2D(water_normalmap, uvAnimSca2) * 2.0 - 1.0;
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vec4 nmap1 = texture2D(perlin_normalmap, uvAnimSca2) * 2.0 - 1.0;
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rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
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vec2 uvAnimTscale = (waterTex2 * RotationMatrix * tscale).st * windScale;
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nmap += texture2D(water_normalmap, uvAnimTscale) * 2.0 - 1.0;
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nmap1 += texture2D(perlin_normalmap, uvAnimTscale) * 2.0 - 1.0;
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nmap *= windEffect_low;
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nmap1 *= windEffect_low;
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// mix water and noise, modulated by factor
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vec4 vNorm = normalize(mix(nmap, nmap1, mixFactor) * waveRoughness);
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vNorm.r += ddxSum;
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if (normalmap_dds > 0)
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vNorm = -vNorm; //dds fix
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//load reflection
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vec4 tmp = vec4(lightdir, 0.0);
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vec2 refTexUV = (tmp + waterTex1).st * 32.0;
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vec4 refTex = texture2D(water_reflection, refTexUV) ;
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vec4 refTexGrey = texture2D(water_reflection_grey, refTexUV) ;
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vec4 refl = vec4(0.0,0.0,0.0,1.0) ;
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// Test data
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// cover = 0;
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if(cover >= 1.5){
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refl.rgb = normalize(refTex).rgb;
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}
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else
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{
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refl.rgb = normalize(refTexGrey).rgb;
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refl.r *= (0.75 + 0.15 * cover );
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refl.g *= (0.80 + 0.15 * cover );
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refl.b *= (0.875 + 0.125 * cover);
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}
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// refl.rgb = mix(refl.rgb, floorColour, 0.99 * floorMixFactor);
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vec4 N0 = texture2D(water_normalmap, uvAnimSca2) * 2.0 - 1.0;
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vec4 N1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0;
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N0 += texture2D(water_normalmap, vec2(waterTex1 * tscale) * windScale) * 2.0 - 1.0;
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N1 += texture2D(perlin_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0;
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rotationmatrix(radians(2.0 * sin(osg_SimulationTime * 0.005)), RotationMatrix);
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vec2 uvAnimTscaleSca2 = (waterTex2 * RotationMatrix * (tscale + sca2)).st * windScale;
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N0 += texture2D(water_normalmap, uvAnimTscaleSca2) * 2.0 - 1.0;
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N1 += texture2D(perlin_normalmap, uvAnimTscaleSca2) * 2.0 - 1.0;
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rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
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N0 += texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0;
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N1 += texture2D(perlin_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca) * windScale) * 2.0 - 1.0;
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N0 *= windEffect_low;
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N1 *= windEffect_low;
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N0.r += ddxSum;
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N0.g += ddySum;
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Normal = normalize(mix(Normal + N0.rgb, Normal + N1.rgb, mixFactor) * waveRoughness);
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if (normalmap_dds > 0)
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Normal = -Normal; //dds fix
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float NdotH = max(0.0, dot(Normal, H));
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vec3 specular_color = vec3(gl_LightSource[0].diffuse)
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* pow(NdotH, water_shininess) * 6.0;
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vec4 specular = vec4(specular_color, 0.5);
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specular = specular * saturation * 0.3 ;
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//calculate fresnel
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float vNormDotViewT = dot(vNorm, viewt);
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vec4 invfres = vec4( vNormDotViewT);
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vec4 fres = vec4(1.0) + invfres;
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refl *= fres;
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refl.rgb = mix(refl.rgb, floorColour, floorMixFactor);
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//calculate final colour
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vec4 ambient_light = gl_LightSource[0].diffuse;
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vec4 finalColor;
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finalColor = refl + step(1.5, cover) * specular;
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//add foam
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vec4 foam_texel = texture2D(sea_foam, (waterTex2 * tscale).st * 50.0);
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float foamSlope = 0.1 + 0.1 * windScale;
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float waveSlope1 = Normal.g * windFloorFactor * 0.65;
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float waveSlope2 = vNorm.r * windFloorFactor * 0.3;
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float waveSlope = waveSlope1 + waveSlope2;
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finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel),
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smoothstep(7.0, 8.0, windFloorEffect)
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* step(foamSlope, waveSlope)
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* smoothstep(0.01, 0.50, waveSlope)) ;
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finalColor *= ambient_light ;
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finalColor.rgb = fog_Func(finalColor.rgb, fogType) ;
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gl_FragColor = finalColor ;
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}
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