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fgdata/Shaders/water.vert
Emilian Huminiuc e67d04ead9 Cleanup some implicit casts
Signed-off-by: Emilian Huminiuc <emilianh@gmail.com>
2012-07-31 21:40:15 +03:00

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1.7 KiB
GLSL

// This shader is mostly an adaptation of the shader found at
// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion
// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10
// Michael Horsch - 2005
// Major update and revisions - 2011-10-07
// Emilian Huminiuc and Vivian Meazza
#version 120
varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec3 viewerdir;
varying vec3 lightdir;
varying vec3 normal;
uniform float osg_SimulationTime;
uniform float WindE, WindN;
/////// functions /////////
void rotationmatrix(in float angle, out mat4 rotmat)
{
rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0,
sin( angle ), cos( angle ), 0.0, 0.0,
0.0 , 0.0 , 1.0, 0.0,
0.0 , 0.0 , 0.0, 1.0 );
}
void main(void)
{
mat4 RotationMatrix;
normal = normalize(gl_Normal);
viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
vec4 t1 = vec4(0.0, osg_SimulationTime * 0.005217, 0.0, 0.0);
vec4 t2 = vec4(0.0, osg_SimulationTime * -0.0012, 0.0, 0.0);
float Angle;
float windFactor = sqrt(WindE * WindE + WindN * WindN) * 0.05;
if (WindN == 0.0 && WindE == 0.0) {
Angle = 0.0;
}else{
Angle = atan(-WindN, WindE) - atan(1.0);
}
rotationmatrix(Angle, RotationMatrix);
waterTex1 = gl_MultiTexCoord0 * RotationMatrix - t1 * windFactor;
rotationmatrix(Angle, RotationMatrix);
waterTex2 = gl_MultiTexCoord0 * RotationMatrix - t2 * windFactor;
// fog_Func(fogType);
gl_Position = ftransform();
}