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/**
* @project Spring RTS
* @file bumpWaterFS.glsl
* @brief An extended bumpmapping water shader
* @author jK
*
* Copyright (C) 2008-2012. Licensed under the terms of the
* GNU GPL, v2 or later.
*/
#define CausticDepth 0.5
#define CausticRange 0.45
#define WavesLength 0.15
#ifdef opt_texrect
#extension GL_ARB_texture_rectangle : enable
#else
#define texture2DRect texture2D
#define sampler2DRect sampler2D
#endif
//////////////////////////////////////////////////
// Uniforms + Varyings
uniform sampler2D normalmap;
uniform sampler2D heightmap;
uniform sampler2D caustic;
uniform sampler2D foam;
uniform sampler2D reflection;
uniform sampler2DRect refraction;
uniform sampler2D coastmap;
uniform sampler2DRect depthmap;
uniform sampler2D waverand;
uniform float frame;
uniform vec3 eyePos;
varying vec3 eyeVec;
varying vec3 ligVec;
varying vec3 worldPos;
varying vec2 clampedPotCoords;
vec2 clampedWorldPos = clamp(worldPos.xz, vec2(0.0), (vec2(1.0) / TexGenPlane.xy));
//////////////////////////////////////////////////
// Screen Coordinates (normalized and screen dimensions)
#ifdef opt_texrect
vec2 screencoord = (gl_FragCoord.xy - ViewPos);
vec2 reftexcoord = (screencoord*ScreenInverse);
#else
vec2 screenPos = gl_FragCoord.xy - ViewPos;
vec2 screencoord = screenPos*ScreenTextureSizeInverse;
vec2 reftexcoord = screenPos*ScreenInverse;
#endif
//////////////////////////////////////////////////
// Depth conversion
#ifdef opt_depth
float pm15 = gl_ProjectionMatrix[2][3];
float pm11 = gl_ProjectionMatrix[2][3];
float convertDepthToZ(float d) {
return pm15 / (((d * 2.0) - 1.0) + pm11);
}
#endif
//////////////////////////////////////////////////
// shorewaves functions
#ifdef opt_shorewaves
const float InvWavesLength = 1.0 / WavesLength;
float smoothlimit(const float x, const float edge) {
float limitcurv = edge - (mod(x,edge) * edge) / (1.0 - edge);
return mix(x, limitcurv, step(edge, x));
}
vec4 waveIntensity(const vec4 v) {
vec4 front = vec4(1.0)-(abs(v - vec4(0.85)))/vec4(1.0-0.85);
bvec4 bs = lessThan(v, vec4(0.85));
front = max(front, vec4(bs) * v * 0.5);
return front;
}
#endif
//////////////////////////////////////////////////
// Shadow
#ifdef opt_shadows
uniform mat4 shadowMatrix;
//uniform float shadowDensity;
uniform sampler2DShadow shadowmap;
#endif
float GetShadowOcclusion(vec3 worldPos) {
#ifdef opt_shadows
vec4 vertexShadowPos = shadowMatrix * vec4(worldPos, 1.0);
vertexShadowPos.xy += vec2(0.5, 0.5); // shadowParams.xy
return mix(1.0, shadow2DProj(shadowmap, vertexShadowPos).r, shadowDensity);
#endif
return 1.0;
}
//////////////////////////////////////////////////
// infotex
#ifdef opt_infotex
uniform sampler2D infotex;
#endif
vec3 GetInfoTex(float outside) {
vec3 info = vec3(0.0);
#ifdef opt_infotex
vec2 clampedPotCoords = ShadingPlane.xy * clampedWorldPos;
info = (texture2D(infotex, clampedPotCoords).rgb - 0.5) * 0.5;
info = mix(info, vec3(0.0), outside);
#endif
return info;
}
//////////////////////////////////////////////////
// Helpers
void GetWaterHeight(out float waterdepth, out float invwaterdepth, out float outside, inout vec2 coastdist)
{
outside = 0.0;
#ifdef opt_shorewaves
vec3 coast = texture2D(coastmap, gl_TexCoord[0].st).rgb;
coastdist = coast.rg;
invwaterdepth = coast.b;
#else
invwaterdepth = texture2D(heightmap, gl_TexCoord[5].st).a; // heightmap in alpha channel
#endif
#ifdef opt_endlessocean
outside = min(1., distance(clampedWorldPos, worldPos.xz));
invwaterdepth = mix(invwaterdepth, 1.0, step(0.5, outside));
#endif
waterdepth = 1.0 - invwaterdepth;
}
vec3 GetNormal(out vec3 octave)
{
vec3 octave1 = texture2D(normalmap, gl_TexCoord[1].st).rgb;
vec3 octave2 = texture2D(normalmap, gl_TexCoord[1].pq).rgb;
vec3 octave3 = texture2D(normalmap, gl_TexCoord[2].st).rgb;
vec3 octave4 = texture2D(normalmap, gl_TexCoord[2].pq).rgb;
float a = PerlinAmp;
octave1 = (octave1 * 2.0 - 1.0) * a;
octave2 = (octave2 * 2.0 - 1.0) * a * a;
octave3 = (octave3 * 2.0 - 1.0) * a * a * a;
octave4 = (octave4 * 2.0 - 1.0) * a * a * a * a;
vec3 normal = octave1 + octave2 + octave3 + octave4;
normal = normalize(normal).xzy;
octave = octave3;
return normal;
}
float GetWaterDepthFromDepthBuffer(float waterdepth)
{
#ifdef opt_depth
float tz = texture2DRect(depthmap, screencoord).r;
float shallowScale = abs(convertDepthToZ(tz) - convertDepthToZ(gl_FragCoord.z)) * 0.333;
shallowScale = clamp(shallowScale, 0.0, 1.0);
return shallowScale;
#else
return waterdepth;
#endif
}
vec3 GetShorewaves(vec2 coast, vec3 octave, float waterdepth , float invwaterdepth)
{
vec3 color = vec3(0.0, 0.0, 0.0);
#ifdef opt_shorewaves
float coastdist = coast.g + octave.x * 0.1;
if (coastdist > 0.0) {
// no shorewaves/foam under terrain (is 0.0 underground, 1.0 else)
float underground = 1.0 - step(1.0, invwaterdepth);
vec3 wavefoam = texture2D(foam, gl_TexCoord[3].st).rgb;
wavefoam += texture2D(foam, gl_TexCoord[3].pq).rgb;
wavefoam *= 0.5;
// shorewaves
vec4 waverands = texture2D(waverand, gl_TexCoord[4].pq);
vec4 fi = vec4(0.25, 0.50, 0.75, 1.00);
vec4 f = fract(fi + frame * 50.0);
f = f * 1.4 - vec4(coastdist);
f = vec4(1.0) - f * InvWavesLength;
f = clamp(f, 0.0, 1.0);
f = waveIntensity(f);
float intensity = dot(f, waverands) * coastdist;
float iwd = smoothlimit(invwaterdepth, 0.8);
intensity *= iwd * 1.5;
color += wavefoam * underground * intensity;
// cliff foam
color += (wavefoam * wavefoam) * (underground * 5.5 * (coast.r * coast.r * coast.r) * (coastdist * coastdist * coastdist * coastdist));
}
#endif
return color;
}
vec3 GetReflection(float angle, vec3 normal, inout float fresnel)
{
vec3 reflColor = vec3(0.0, 0.0, 0.0);
#ifdef opt_reflection
// we have to mirror the Y-axis
reftexcoord = vec2(reftexcoord.x, 1.0 - reftexcoord.y);
reftexcoord += vec2(0.0, 3.0 * ScreenInverse.y) + normal.xz * 0.09 * ReflDistortion;
reflColor = texture2D(reflection, reftexcoord).rgb;
#ifdef opt_blurreflection
vec2 v = BlurBase;
float s = BlurExponent;
reflColor += texture2D(reflection, reftexcoord.st + v).rgb;
reflColor += texture2D(reflection, reftexcoord.st + v *s).rgb;
reflColor += texture2D(reflection, reftexcoord.st + v *s*s).rgb;
reflColor += texture2D(reflection, reftexcoord.st + v *s*s*s).rgb;
reflColor += texture2D(reflection, reftexcoord.st + v *s*s*s*s).rgb;
reflColor += texture2D(reflection, reftexcoord.st + v *s*s*s*s*s).rgb;
reflColor += texture2D(reflection, reftexcoord.st + v *s*s*s*s*s*s).rgb;
reflColor *= 0.125;
#endif
fresnel = FresnelMin + FresnelMax * pow(angle, FresnelPower);
#endif
return reflColor;
}
//////////////////////////////////////////////////
// MAIN()
void main()
{
gl_FragColor.a = 1.0; //note: only rendered with blending iff !opt_refraction
//#define dbg_coastmap
#ifdef dbg_coastmap
gl_FragColor = vec4(texture2D(coastmap, gl_TexCoord[0].st).g);
return;
#endif
// GET WATERDEPTH
float outside = 0.0;
vec2 coast = vec2(0.0, 0.0);
float waterdepth, invwaterdepth;
GetWaterHeight(waterdepth, invwaterdepth, outside, coast);
float shallowScale = GetWaterDepthFromDepthBuffer(waterdepth);
// NORMALMAP
vec3 octave;
vec3 normal = GetNormal(octave);
vec3 eVec = normalize(eyeVec);
float eyeNormalCos = dot(-eVec, normal);
float angle = (1.0 - abs(eyeNormalCos));
// SHADOW
float shadowOcc = GetShadowOcclusion(worldPos + vec3(normal.x, 0.0, normal.z) * 10.0);
// AMBIENT & DIFFUSE
vec3 reflectDir = reflect(normalize(-ligVec), normal);
float specular = angle * pow( max(dot(reflectDir, eVec), 0.0) , SpecularPower) * SpecularFactor * shallowScale;
vec3 SunLow = SunDir * vec3(1.0, 0.1 ,1.0);
float diffuse = pow( max( dot(normal, SunLow) ,0.0 ) ,3.0) * DiffuseFactor;
float ambient = smoothstep(-1.3, 0.0, eyeNormalCos) * AmbientFactor;
vec3 waterSurface = SurfaceColor.rgb + DiffuseColor * diffuse + vec3(ambient);
float surfaceMix = (SurfaceColor.a + diffuse) * shallowScale;
float refractDistortion = 60.0 * (1.0 - pow(gl_FragCoord.z, 80.0)) * shallowScale;
// INFOTEX
waterSurface += GetInfoTex(outside);
// REFRACTION
#ifdef opt_refraction
#ifdef opt_texrect
vec3 refrColor = texture2DRect(refraction, screencoord + normal.xz * refractDistortion ).rgb;
#else
vec3 refrColor = texture2DRect(refraction, screencoord + normal.xz * refractDistortion * ScreenInverse ).rgb;
#endif
gl_FragColor.rgb = mix(refrColor, waterSurface, 0.1 + surfaceMix);
#else
gl_FragColor.rgb = waterSurface;
gl_FragColor.a = surfaceMix + specular;
#endif
// CAUSTICS
if (waterdepth>0.0) {
vec3 caust = texture2D(caustic, gl_TexCoord[0].pq * 75.0).rgb;
#ifdef opt_refraction
float caustBlend = smoothstep(CausticRange, 0.0, abs(waterdepth - CausticDepth));
gl_FragColor.rgb += caust * caustBlend * 0.08;
#else
gl_FragColor.a *= min(waterdepth * 4.0, 1.0);
gl_FragColor.rgb += caust * (1.0 - waterdepth) * 0.6;
#endif
}
// SHORE WAVES
gl_FragColor.rgb += shadowOcc * GetShorewaves(coast, octave, waterdepth, invwaterdepth);
// REFLECTION
// Schlick's approx. for Fresnel term
float fresnel = 0.0;
vec3 reflColor = GetReflection(angle, normal, fresnel);
gl_FragColor.rgb = mix(gl_FragColor.rgb, reflColor, fresnel * shallowScale);
// SPECULAR
gl_FragColor.rgb += shadowOcc * specular * SpecularColor;
// FOG
float fog = clamp( (gl_Fog.end - abs(gl_FogFragCoord)) * gl_Fog.scale ,0.0,1.0);
gl_FragColor.rgb = mix(gl_Fog.color.rgb, gl_FragColor.rgb, fog );
}
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