185 lines
6.5 KiB
GLSL
185 lines
6.5 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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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 sampler2D sea_foam;
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uniform sampler2D perlin_normalmap;
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uniform float saturation, Overcast, WindE, WindN;
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uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4;
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uniform float osg_SimulationTime;
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uniform int Status;
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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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/////// 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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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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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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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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//bool Status = true;
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float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt
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float windScale = 15.0/(3.0 + windEffect); //wave scale
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float windEffect_low = 0.4 + 0.6 * smoothstep(0.0, 5.0, windEffect); //low windspeed wave filter
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float waveRoughness = 0.15 + smoothstep(0.0, 15.0, windEffect); //wave roughness filter
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//float noise_factor = 0.2 + 0.15 * smoothstep(0.0, 40.0, windEffect);
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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){
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cover = 5;
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} else {
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cover = Overcast * 5;
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}
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}
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vec4 viewt = normalize(waterTex4);
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vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale) * 2.0 - 1.0;
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vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale) * 2.0 - 1.0;
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dist *= (0.6 + 0.5 * smoothstep(0.0, 15.0, windEffect));
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vec4 fdist = normalize(dist);
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fdist = -fdist; //dds fix
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fdist *= sca;
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//normalmaps
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vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
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vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
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rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
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nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
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nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 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, 0.3) * waveRoughness);
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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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vec4 refTex;
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vec4 refl;
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// cover = 0;
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if(cover >= 1.5){
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refTex = texture2D(water_reflection, vec2(tmp));
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refl= normalize(refTex);
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} else {
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refTex = texture2D(water_reflection_grey, vec2(tmp));
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refl = normalize(refTex);
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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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refl.a *= 1.0;
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}
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vec3 N0 = vec3(texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0);
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vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca) * windScale) * 2.0 - 1.0);
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N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale) * windScale) * 2.0 - 1.0);
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N1 += vec3(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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N0 += vec3(texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
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N1 += vec3(texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * (tscale + sca2)) * windScale) * 2.0 - 1.0);
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rotationmatrix(radians(-4.0 * sin(osg_SimulationTime * 0.003)), RotationMatrix);
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N0 += vec3(texture2D(water_normalmap, vec2(waterTex1 * RotationMatrix + disdis * sca2) * windScale) * 2.0 - 1.0);
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N1 += vec3(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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vec3 N = normalize(mix(Normal + N0 , Normal + N1, 0.3) * waveRoughness);
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N = -N; //dds fix
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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 * 0.3 ;
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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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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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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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float foamSlope = 0.1 + 0.1 * windScale;
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if (windEffect >= 10.0)
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if (N.g >= foamSlope){
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vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 30.0);
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finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.25, N.g));
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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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}
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