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@ -38,10 +38,85 @@ const float WIND_SPEED = 0.2f;
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const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745);
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const float RAIN_RIPPLE_GAPS = 5.0;
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const float RAIN_RIPPLE_RADIUS = 0.1;
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int modulo(int v1, int v2)
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{
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return v1 - v2 * int(floor(float(v1) / float(v2)));
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}
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vec2 randOffset(vec2 c)
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{
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return fract(vec2(
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c.x * c.y / 8.0 + c.y * 0.3 + c.x * 0.2,
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c.x * c.y / 14.0 + c.y * 0.5 + c.x * 0.7));
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}
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float randPhase(vec2 c)
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{
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return fract((c.x * c.y) / (c.x + c.y + 0.1));
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}
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float circle(vec2 coords, vec2 i_part, float phase)
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{
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float d = distance(vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part) - 1.0),coords);
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float r = RAIN_RIPPLE_RADIUS * phase;
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if (d > r)
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return 0.0;
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float sinValue = (sin(d / r * 1.2) + 0.7) / 2.0;
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return (1.0 - abs(phase)) * pow(sinValue,3.0);
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}
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float rain(vec2 uv, float time)
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{
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vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS);
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vec2 f_part = fract(uv * RAIN_RIPPLE_GAPS);
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return circle(f_part,i_part,fract(time * 1.2 + randPhase(i_part)));
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}
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float rainCombined(vec2 uv, float time)
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{
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return
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rain(uv,time) +
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rain(uv + vec2(10.5,5.7),time) +
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rain(uv * 0.75 + vec2(3.7,18.9),time) +
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rain(uv * 0.9 + vec2(5.7,30.1),time) +
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rain(uv * 0.8 + vec2(1.2,3.0),time);
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}
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// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -
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float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
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{
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{
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float c = abs(dot(Incoming, Normal));
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float g = eta * eta - 1.0 + c * c;
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float result;
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@ -56,7 +131,12 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
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result = 1.0; /* TIR (no refracted component) */
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return result;
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}
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}
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vec2 normalCoords(vec2 uv, float scale, float speed, float time, float timer1, float timer2, vec3 previousNormal)
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{
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return uv * (WAVE_SCALE * scale) + WIND_DIR * time * (WIND_SPEED * speed) -(previousNormal.xy/previousNormal.zz) * WAVE_CHOPPYNESS + vec2(time * timer1,time * timer2);
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}
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varying vec3 screenCoordsPassthrough;
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varying vec4 position;
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@ -101,22 +181,12 @@ void main(void)
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#define waterTimer osg_SimulationTime
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nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
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vec3 normal0 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE * 0.1) + WIND_DIR * waterTimer * (WIND_SPEED*0.08)-(normal0.xy/normal0.zz)*WAVE_CHOPPYNESS;
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vec3 normal1 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.020,+waterTimer*0.015)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE * 0.25) + WIND_DIR * waterTimer * (WIND_SPEED*0.07)-(normal1.xy/normal1.zz)*WAVE_CHOPPYNESS;
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vec3 normal2 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.04,-waterTimer*0.03)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE * 0.5) + WIND_DIR * waterTimer * (WIND_SPEED*0.09)-(normal2.xy/normal2.z)*WAVE_CHOPPYNESS;
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vec3 normal3 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.03,+waterTimer*0.04)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE* 1.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.4)-(normal3.xy/normal3.zz)*WAVE_CHOPPYNESS;
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vec3 normal4 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.02,+waterTimer*0.1)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE * 2.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.7)-(normal4.xy/normal4.zz)*WAVE_CHOPPYNESS;
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vec3 normal5 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0;
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vec3 normal0 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.05, 0.04, waterTimer, -0.015, -0.005, vec3(0.0,0.0,0.0))).rgb - 1.0;
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vec3 normal1 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.1, 0.08, waterTimer, 0.02, 0.015, normal0)).rgb - 1.0;
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vec3 normal2 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.25, 0.07, waterTimer, -0.04, -0.03, normal1)).rgb - 1.0;
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vec3 normal3 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.5, 0.09, waterTimer, 0.03, 0.04, normal2)).rgb - 1.0;
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vec3 normal4 = 2.0 * texture2D(normalMap,normalCoords(UV, 1.0, 0.4, waterTimer, -0.02, 0.1, normal3)).rgb - 1.0;
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vec3 normal5 = 2.0 * texture2D(normalMap,normalCoords(UV, 2.0, 0.7, waterTimer, 0.1, -0.06, normal4)).rgb - 1.0;
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vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
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normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
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@ -126,6 +196,10 @@ void main(void)
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normal = vec3(-normal.x, -normal.y, normal.z);
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float rainRipple = rainCombined(position.xy / 1000.0,osg_SimulationTime);
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//normal.y += 2 * rainRipple;
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// normal for sunlight scattering
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vec3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
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normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
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@ -133,7 +207,6 @@ void main(void)
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lNormal = normalize(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
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lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);
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vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(gl_LightSource[0].position.xyz, 0.0)).xyz);
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vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
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@ -200,6 +273,8 @@ void main(void)
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float fogValue = clamp((depthPassthrough - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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gl_FragData[0].xyz += vec3(rainRipple) * 0.2;
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#if REFRACTION
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gl_FragData[0].w = 1.0;
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#else
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