4df2af2cef
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
134 lines
3.8 KiB
GLSL
134 lines
3.8 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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#version 120
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uniform sampler2D water_normalmap;
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uniform sampler2D water_reflection;
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uniform sampler2D water_dudvmap;
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uniform sampler2D water_reflection_grey;
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uniform float saturation;
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uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
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varying vec4 waterTex1; //moving texcoords
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varying vec4 waterTex2; //moving texcoords
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varying vec4 waterTex4; //viewts
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//varying vec4 ecPosition;
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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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////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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void main(void)
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{
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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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// 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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const float water_shininess = 240.0;
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// approximate cloud cover
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float cover = 0.0;
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cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4);
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vec4 viewt = normalize(waterTex4);
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0;
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0;
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vec4 fdist = normalize(dist);
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fdist *= sca;
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//normalmap
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vec4 nmap0 = texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0;
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vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0;
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vec4 vNorm = normalize(nmap0 + nmap2);
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//load reflection
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vec4 tmp = vec4(lightdir, 0.0);
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vec4 refTex;
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vec4 baseTex;
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vec4 greyTex;
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vec4 refl;
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vec4 base;
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vec4 grey;
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baseTex = texture2D(water_reflection, vec2(tmp));
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base = normalize(baseTex);
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greyTex = texture2D(water_reflection_grey, vec2(tmp));
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grey = normalize(greyTex);
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//cover = 3;
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if(cover >= 1.5){
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refl = mix(base, grey, 0.35);
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refl.r *= (0.93);
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refl.g *= (0.95);
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refl.b *= (1.0);
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refl.a *= 1.0;
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} else {
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refl = mix(base, grey, 0.45);
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refl.r *= (0.70 + 0.15 * cover);
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refl.g *= (0.80 + 0.15 * cover);
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refl.b *= (0.85 + 0.125 * cover);
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refl.a *= 1.0;
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}
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vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1+ disdis*sca2)) * 2.0 - 1.0);
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vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0);
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vec3 N = normalize(normal+N0+N1);
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// specular
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vec3 specular_color = vec3(gl_LightSource[0].diffuse)
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* pow(max(0.0, dot(N, H)), water_shininess) * 6.0;
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vec4 specular = vec4(specular_color, 0.5);
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specular = specular * saturation;
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//calculate fresnel
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vec4 invfres = vec4( dot(vNorm, viewt) );
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vec4 fres = vec4(1.0) + invfres;
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refl *= fres;
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//calculate the fog factor
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// float fogFactor;
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// float fogCoord = ecPosition.z;
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// const float LOG2 = 1.442695;
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// fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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//
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// if(gl_Fog.density == 1.0)
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// fogFactor=1.0;
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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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//cover = 3;
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if(cover >= 1.5){
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finalColor = refl + specular;
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} else {
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finalColor = refl;
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}
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finalColor *= ambient_light;
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// gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor);
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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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