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/**
* @project Spring RTS
* @file bumpWaterFS.glsl
* @brief An extended bumpmapping water shader
* @author jK
*
* Copyright (C) 2008,2009. Licensed under the terms of the
* GNU GPL, v2 or later.
*/
//////////////////////////////////////////////////
// runtime defined constants are:
// #define SurfaceColor vec4
// #define DiffuseColor vec3
// #define PlaneColor vec4 (unused)
// #define AmbientFactor float
// #define DiffuseFactor float (note: it is the map defined value multipled with 15x!)
// #define SpecularColor vec3
// #define SpecularPower float
// #define SpecularFactor float
// #define PerlinStartFreq float
// #define PerlinFreq float
// #define PerlinAmp float
// #define Speed float
// #define FresnelMin float
// #define FresnelMax float
// #define FresnelPower float
// #define ScreenInverse vec2
// #define ViewPos vec2
// #define MapMid vec3
// #define SunDir vec3
// #define ReflDistortion float
// #define BlurBase vec2
// #define BlurExponent float
// #define PerlinStartFreq float
// #define PerlinLacunarity float
// #define PerlinAmp float
// #define WindSpeed float
// #define TexGenPlane vec4
// #define ShadingPlane vec4
#define CausticDepth 0.5
#define CausticRange 0.45
#define WavesLength 0.15
//////////////////////////////////////////////////
// possible flags are:
// //#define opt_heightmap
// #define opt_reflection
// #define opt_refraction
// #define opt_shorewaves
// #define opt_depth
// #define opt_blurreflection
// #define opt_texrect
// #define opt_endlessocean
#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;
//////////////////////////////////////////////////
// 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 step) {
if (x>step)
//return step * smoothstep(1.0,step,x);
return step - (mod(x,step)*step)/(1.0-step);
else
return 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
//////////////////////////////////////////////////
// MAIN()
void main(void) {
// GET WATERDEPTH
vec3 coast = vec3(0.0,0.0,1.0);
float waterdepth,invwaterdepth;
#ifdef opt_endlessocean
if ( any(greaterThanEqual(gl_TexCoord[5].st,ShadingPlane.pq)) ||
any(lessThanEqual(gl_TexCoord[5].st,vec2(0.0,0.0)))
)
{
waterdepth = 1.0;
invwaterdepth = 0.0;
}else
#endif
{
#ifdef opt_shorewaves
coast = texture2D(coastmap,gl_TexCoord[0].st).rgb;
if (coast.r==1.0) discard;
invwaterdepth = coast.b;
waterdepth = 1.0 - invwaterdepth;
#else
invwaterdepth = texture2D(heightmap,gl_TexCoord[5].st).a; //heightmap in alpha channel
waterdepth = 1.0 - invwaterdepth;
if (waterdepth==0.0) discard;
#endif
}
#ifdef opt_depth
float tz = texture2DRect(depthmap, screencoord ).r;
float shallowScale = clamp( abs( convertDepthToZ(tz) - convertDepthToZ(gl_FragCoord.z) )/3.0, 0.0,1.0);
#else
float shallowScale = waterdepth;
#endif
gl_FragColor.a = 1.0;
// NORMALMAP
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;
vec3 eVec = normalize(eyeVec);
float eyeNormalCos = dot(-eVec, normal);
float angle = (1.0-abs(eyeNormalCos));
// 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;
// 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
#ifdef opt_shorewaves
float coastdist = coast.g + octave3.x*0.1;
if (coastdist>0.0) {
vec3 wavefoam = texture2D(foam, gl_TexCoord[3].st ).rgb;
wavefoam += texture2D(foam, gl_TexCoord[3].pq ).rgb;
wavefoam *= 0.5;
if (waterdepth<1.0) {
vec4 waverands = texture2D(waverand, gl_TexCoord[4].pq);
vec4 f;
float fi = 0.0;
for (int i=0; i<4; i++) {
f[i] = fract(fi + frame * 50.0);
fi += 0.25;
}
f *= 1.4;
f -= vec4(coastdist);
f = vec4(1.0) - f * InvWavesLength;
f = clamp( f ,0.0,1.0);
f = waveIntensity(f);
vec3 shorewavesColor = wavefoam * dot(f,waverands) * coastdist;
float iwd = smoothlimit(invwaterdepth, 0.8);
gl_FragColor.rgb += shorewavesColor * iwd * 1.5;
}
//! cliff foam
gl_FragColor.rgb += 5.5 * (wavefoam * wavefoam) * (coast.r * coast.r * coast.r) * (coastdist * coastdist * coastdist * coastdist);
}
#endif
// REFLECTION
#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;
vec3 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
float fresnel = FresnelMin + FresnelMax * pow(angle,FresnelPower);
gl_FragColor.rgb = mix(gl_FragColor.rgb, reflColor, fresnel*shallowScale);
#endif
// SPECULAR
gl_FragColor.rgb += 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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