Merge branch 'master' of github.com:OpenMW/openmw
commit
29f5cb46ac
@ -0,0 +1,28 @@
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#include "land.hpp"
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#include <sstream>
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namespace CSMWorld
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{
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Land::Land()
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{
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mLand.reset(new ESM::Land());
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}
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void Land::load(ESM::ESMReader &esm)
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{
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mLand->load(esm);
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std::ostringstream stream;
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stream << "#" << mLand->mX << " " << mLand->mY;
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mId = stream.str();
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}
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void Land::blank()
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{
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/// \todo
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}
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}
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@ -0,0 +1,29 @@
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#ifndef CSM_WORLD_LAND_H
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#define CSM_WORLD_LAND_H
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#include <string>
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#include <boost/shared_ptr.hpp>
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#include <components/esm/loadland.hpp>
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namespace CSMWorld
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{
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/// \brief Wrapper for Land record. Encodes X and Y cell index in the ID.
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///
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/// \todo Add worldspace support to the Land record.
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/// \todo Add a proper copy constructor (currently worked around using shared_ptr)
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struct Land
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{
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Land();
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boost::shared_ptr<ESM::Land> mLand;
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std::string mId;
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/// Loads the metadata and ID
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void load (ESM::ESMReader &esm);
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void blank();
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};
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}
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#endif
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@ -0,0 +1,21 @@
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#include "landtexture.hpp"
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#include <components/esm/esmreader.hpp>
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namespace CSMWorld
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{
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void LandTexture::load(ESM::ESMReader &esm)
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{
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ESM::LandTexture::load(esm);
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int plugin = esm.getIndex();
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std::ostringstream stream;
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stream << mIndex << "_" << plugin;
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mId = stream.str();
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}
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}
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@ -0,0 +1,22 @@
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#ifndef CSM_WORLD_LANDTEXTURE_H
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#define CSM_WORLD_LANDTEXTURE_H
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#include <string>
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#include <components/esm/loadltex.hpp>
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namespace CSMWorld
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{
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/// \brief Wrapper for LandTexture record. Encodes mIndex and the plugin index (obtained from ESMReader)
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/// in the ID.
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///
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/// \attention The mId field of the ESM::LandTexture struct is not used.
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struct LandTexture : public ESM::LandTexture
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{
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std::string mId;
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void load (ESM::ESMReader &esm);
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};
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}
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#endif
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@ -0,0 +1,43 @@
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#include "terrainstorage.hpp"
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namespace CSVRender
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{
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TerrainStorage::TerrainStorage(const CSMWorld::Data &data)
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: mData(data)
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{
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}
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ESM::Land* TerrainStorage::getLand(int cellX, int cellY)
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{
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std::ostringstream stream;
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stream << "#" << cellX << " " << cellY;
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// The cell isn't guaranteed to have Land. This is because the terrain implementation
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// has to wrap the vertices of the last row and column to the next cell, which may be a nonexisting cell
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int index = mData.getLand().searchId(stream.str());
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if (index == -1)
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return NULL;
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ESM::Land* land = mData.getLand().getRecord(index).get().mLand.get();
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int mask = ESM::Land::DATA_VHGT | ESM::Land::DATA_VNML | ESM::Land::DATA_VCLR | ESM::Land::DATA_VTEX;
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if (!land->isDataLoaded(mask))
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land->loadData(mask);
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return land;
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}
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const ESM::LandTexture* TerrainStorage::getLandTexture(int index, short plugin)
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{
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std::ostringstream stream;
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stream << index << "_" << plugin;
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return &mData.getLandTextures().getRecord(stream.str()).get();
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}
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void TerrainStorage::getBounds(float &minX, float &maxX, float &minY, float &maxY)
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{
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// not needed at the moment - this returns the bounds of the whole world, but we only edit individual cells
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throw std::runtime_error("getBounds not implemented");
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}
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}
|
@ -0,0 +1,29 @@
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#ifndef OPENCS_RENDER_TERRAINSTORAGE_H
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#define OPENCS_RENDER_TERRAINSTORAGE_H
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#include <components/esmterrain/storage.hpp>
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#include "../../model/world/data.hpp"
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namespace CSVRender
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{
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/**
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* @brief A bridge between the terrain component and OpenCS's terrain data storage.
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*/
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class TerrainStorage : public ESMTerrain::Storage
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{
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public:
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TerrainStorage(const CSMWorld::Data& data);
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private:
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const CSMWorld::Data& mData;
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virtual ESM::Land* getLand (int cellX, int cellY);
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virtual const ESM::LandTexture* getLandTexture(int index, short plugin);
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virtual void getBounds(float& minX, float& maxX, float& minY, float& maxY);
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};
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}
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#endif
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@ -1,55 +1,55 @@
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#include "core.h"
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#define ALPHA @shPropertyBool(shadow_transparency)
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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#if ALPHA
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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#endif
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shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shOutput(float2, depth)
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SH_START_PROGRAM
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{
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// this is the view space position
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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// depth info for the fragment.
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depth.x = shOutputPosition.z;
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depth.y = shOutputPosition.w;
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// clamp z to zero. seem to do the trick. :-/
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shOutputPosition.z = max(shOutputPosition.z, 0);
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#if ALPHA
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UV = uv0;
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#endif
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}
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#else
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SH_BEGIN_PROGRAM
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#if ALPHA
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shInput(float2, UV)
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shSampler2D(texture1)
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#endif
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shInput(float2, depth)
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SH_START_PROGRAM
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{
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float finalDepth = depth.x / depth.y;
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#if ALPHA
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// use alpha channel of the first texture
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float alpha = shSample(texture1, UV).a;
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if (alpha < 0.5)
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discard;
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#endif
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shOutputColour(0) = float4(finalDepth, finalDepth, finalDepth, 1);
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}
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#endif
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#include "core.h"
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#define ALPHA @shPropertyBool(shadow_transparency)
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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#if ALPHA
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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#endif
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shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shOutput(float2, depth)
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SH_START_PROGRAM
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{
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// this is the view space position
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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// depth info for the fragment.
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depth.x = shOutputPosition.z;
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depth.y = shOutputPosition.w;
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// clamp z to zero. seem to do the trick. :-/
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shOutputPosition.z = max(shOutputPosition.z, 0.0);
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#if ALPHA
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UV = uv0;
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#endif
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}
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#else
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SH_BEGIN_PROGRAM
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#if ALPHA
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shInput(float2, UV)
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shSampler2D(texture1)
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#endif
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shInput(float2, depth)
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SH_START_PROGRAM
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{
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float finalDepth = depth.x / depth.y;
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#if ALPHA
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// use alpha channel of the first texture
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float alpha = shSample(texture1, UV).a;
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if (alpha < 0.5)
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discard;
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#endif
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shOutputColour(0) = float4(finalDepth, finalDepth, finalDepth, 1.0);
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}
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#endif
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|
@ -1,48 +1,48 @@
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#include "core.h"
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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shUniform(float4x4, worldview) @shAutoConstant(worldview, worldview_matrix)
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shUniform(float4x4, proj) @shAutoConstant(proj, projection_matrix)
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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shOutput(float, fade)
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SH_START_PROGRAM
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{
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float4x4 worldviewFixed = worldview;
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#if !SH_GLSL
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worldviewFixed[0][3] = 0;
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worldviewFixed[1][3] = 0;
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worldviewFixed[2][3] = 0;
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#else
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worldviewFixed[3][0] = 0;
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worldviewFixed[3][1] = 0;
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worldviewFixed[3][2] = 0;
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#endif
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shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
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UV = uv0;
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fade = (shInputPosition.z > 50) ? 1 : 0;
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}
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#else
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SH_BEGIN_PROGRAM
|
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|
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shInput(float2, UV)
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shInput(float, fade)
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|
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shSampler2D(diffuseMap)
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shUniform(float, nightFade) @shSharedParameter(nightFade)
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||||
|
||||
|
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SH_START_PROGRAM
|
||||
{
|
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shOutputColour(0) = shSample(diffuseMap, UV) * float4(1,1,1, nightFade * fade);
|
||||
}
|
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|
||||
#endif
|
||||
#include "core.h"
|
||||
|
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#ifdef SH_VERTEX_SHADER
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||||
|
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SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4, worldview) @shAutoConstant(worldview, worldview_matrix)
|
||||
shUniform(float4x4, proj) @shAutoConstant(proj, projection_matrix)
|
||||
|
||||
shVertexInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
shOutput(float, fade)
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
float4x4 worldviewFixed = worldview;
|
||||
#if !SH_GLSL
|
||||
worldviewFixed[0][3] = 0.0;
|
||||
worldviewFixed[1][3] = 0.0;
|
||||
worldviewFixed[2][3] = 0.0;
|
||||
#else
|
||||
worldviewFixed[3][0] = 0.0;
|
||||
worldviewFixed[3][1] = 0.0;
|
||||
worldviewFixed[3][2] = 0.0;
|
||||
#endif
|
||||
|
||||
shOutputPosition = shMatrixMult(proj, shMatrixMult(worldviewFixed, shInputPosition));
|
||||
UV = uv0;
|
||||
|
||||
fade = (shInputPosition.z > 50.0) ? 1.0 : 0.0;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
|
||||
shInput(float2, UV)
|
||||
shInput(float, fade)
|
||||
|
||||
shSampler2D(diffuseMap)
|
||||
shUniform(float, nightFade) @shSharedParameter(nightFade)
|
||||
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputColour(0) = shSample(diffuseMap, UV) * float4(1,1,1, nightFade * fade);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -1,370 +1,370 @@
|
||||
#include "core.h"
|
||||
|
||||
|
||||
#define SIMPLE_WATER @shGlobalSettingBool(simple_water)
|
||||
|
||||
#if SIMPLE_WATER
|
||||
// --------------------------------------- SIMPLE WATER ---------------------------------------------------
|
||||
|
||||
#define FOG @shGlobalSettingBool(fog)
|
||||
|
||||
#ifdef SH_VERTEX_SHADER
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shVertexInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
|
||||
#if FOG
|
||||
shOutput(float, depth)
|
||||
#endif
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputPosition = shMatrixMult(wvp, shInputPosition);
|
||||
UV = uv0;
|
||||
#if FOG
|
||||
depth = shOutputPosition.z;
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shSampler2D(animatedTexture)
|
||||
shInput(float2, UV)
|
||||
shInput(float, depth)
|
||||
|
||||
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
|
||||
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
|
||||
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputColour(0).xyz = shSample(animatedTexture, UV * float2(15.0, 15.0)).xyz * float3(1.0, 1.0, 1.0);
|
||||
shOutputColour(0).w = 0.7;
|
||||
|
||||
#if FOG
|
||||
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
|
||||
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
|
||||
|
||||
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
|
||||
|
||||
#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
|
||||
#define SHADOWS @shGlobalSettingBool(shadows)
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
#include "shadows.h"
|
||||
#endif
|
||||
|
||||
#define RIPPLES 1
|
||||
#define REFRACTION @shGlobalSettingBool(refraction)
|
||||
|
||||
#ifdef SH_VERTEX_SHADER
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shVertexInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
|
||||
shOutput(float3, screenCoordsPassthrough)
|
||||
shOutput(float4, position)
|
||||
shOutput(float, depthPassthrough)
|
||||
|
||||
|
||||
#if SHADOWS
|
||||
shOutput(float4, lightSpacePos0)
|
||||
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
|
||||
#endif
|
||||
|
||||
#if SHADOWS_PSSM
|
||||
@shForeach(3)
|
||||
shOutput(float4, lightSpacePos@shIterator)
|
||||
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
|
||||
@shEndForeach
|
||||
#endif
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
|
||||
#endif
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputPosition = shMatrixMult(wvp, shInputPosition);
|
||||
UV = uv0;
|
||||
|
||||
|
||||
#if !SH_GLSL
|
||||
float4x4 scalemat = float4x4( 0.5, 0, 0, 0.5,
|
||||
0, -0.5, 0, 0.5,
|
||||
0, 0, 0.5, 0.5,
|
||||
0, 0, 0, 1 );
|
||||
#else
|
||||
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
|
||||
0.0, -0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0);
|
||||
#endif
|
||||
|
||||
float4 texcoordProj = shMatrixMult(scalemat, shOutputPosition);
|
||||
screenCoordsPassthrough = float3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
|
||||
|
||||
position = shInputPosition;
|
||||
|
||||
depthPassthrough = shOutputPosition.z;
|
||||
|
||||
|
||||
#if SHADOWS
|
||||
lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
|
||||
#endif
|
||||
#if SHADOWS_PSSM
|
||||
float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
|
||||
@shForeach(3)
|
||||
lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
|
||||
@shEndForeach
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
// tweakables ----------------------------------------------------
|
||||
|
||||
#define VISIBILITY 1500.0 // how far you can look through water
|
||||
|
||||
#define BIG_WAVES_X 0.3 // strength of big waves
|
||||
#define BIG_WAVES_Y 0.3
|
||||
|
||||
#define MID_WAVES_X 0.3 // strength of middle sized waves
|
||||
#define MID_WAVES_Y 0.15
|
||||
|
||||
#define SMALL_WAVES_X 0.15 // strength of small waves
|
||||
#define SMALL_WAVES_Y 0.1
|
||||
|
||||
#define WAVE_CHOPPYNESS 0.15 // wave choppyness
|
||||
#define WAVE_SCALE 75 // overall wave scale
|
||||
|
||||
#define BUMP 1.5 // overall water surface bumpiness
|
||||
#define REFL_BUMP 0.08 // reflection distortion amount
|
||||
#define REFR_BUMP 0.06 // refraction distortion amount
|
||||
|
||||
#define SCATTER_AMOUNT 0.3 // amount of sunlight scattering
|
||||
#define SCATTER_COLOUR float3(0.0,1.0,0.95) // colour of sunlight scattering
|
||||
|
||||
#define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction
|
||||
|
||||
#define SPEC_HARDNESS 256 // specular highlights hardness
|
||||
|
||||
|
||||
// ---------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
float fresnel_dielectric(float3 Incoming, float3 Normal, float eta)
|
||||
{
|
||||
/* compute fresnel reflectance without explicitly computing
|
||||
the refracted direction */
|
||||
float c = abs(dot(Incoming, Normal));
|
||||
float g = eta * eta - 1.0 + c * c;
|
||||
float result;
|
||||
|
||||
if(g > 0.0) {
|
||||
g = sqrt(g);
|
||||
float A =(g - c)/(g + c);
|
||||
float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
|
||||
result = 0.5 * A * A *(1.0 + B * B);
|
||||
}
|
||||
else
|
||||
result = 1.0; /* TIR (no refracted component) */
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shInput(float2, UV)
|
||||
shInput(float3, screenCoordsPassthrough)
|
||||
shInput(float4, position)
|
||||
shInput(float, depthPassthrough)
|
||||
|
||||
#if RIPPLES
|
||||
shUniform(float3, rippleCenter) @shSharedParameter(rippleCenter, rippleCenter)
|
||||
shUniform(float, rippleAreaLength) @shSharedParameter(rippleAreaLength, rippleAreaLength)
|
||||
#endif
|
||||
|
||||
shUniform(float, far) @shAutoConstant(far, far_clip_distance)
|
||||
|
||||
shSampler2D(reflectionMap)
|
||||
#if REFRACTION
|
||||
shSampler2D(refractionMap)
|
||||
#endif
|
||||
shSampler2D(depthMap)
|
||||
shSampler2D(normalMap)
|
||||
|
||||
#if RIPPLES
|
||||
shSampler2D(rippleNormalMap)
|
||||
shUniform(float4x4, wMat) @shAutoConstant(wMat, world_matrix)
|
||||
#endif
|
||||
|
||||
shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed)
|
||||
#define WIND_SPEED windDir_windSpeed.z
|
||||
#define WIND_DIR windDir_windSpeed.xy
|
||||
|
||||
shUniform(float, waterTimer) @shSharedParameter(waterTimer)
|
||||
shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight)
|
||||
|
||||
shUniform(float4, sunPosition) @shAutoConstant(sunPosition, light_position, 0)
|
||||
shUniform(float4, sunSpecular) @shAutoConstant(sunSpecular, light_specular_colour, 0)
|
||||
|
||||
shUniform(float, renderTargetFlipping) @shAutoConstant(renderTargetFlipping, render_target_flipping)
|
||||
|
||||
|
||||
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
|
||||
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
|
||||
|
||||
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position_object_space)
|
||||
|
||||
|
||||
#if SHADOWS
|
||||
shInput(float4, lightSpacePos0)
|
||||
shSampler2D(shadowMap0)
|
||||
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
|
||||
#endif
|
||||
#if SHADOWS_PSSM
|
||||
@shForeach(3)
|
||||
shInput(float4, lightSpacePos@shIterator)
|
||||
shSampler2D(shadowMap@shIterator)
|
||||
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
|
||||
@shEndForeach
|
||||
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
|
||||
#endif
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
|
||||
#endif
|
||||
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
#if SHADOWS
|
||||
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
|
||||
#endif
|
||||
#if SHADOWS_PSSM
|
||||
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
|
||||
#endif
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
|
||||
float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
|
||||
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
|
||||
#endif
|
||||
|
||||
#if !SHADOWS && !SHADOWS_PSSM
|
||||
float shadow = 1.0;
|
||||
#endif
|
||||
|
||||
|
||||
float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
|
||||
screenCoords.y = (1-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
|
||||
|
||||
float2 nCoord = float2(0,0);
|
||||
|
||||
nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
|
||||
float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 0.1) + WIND_DIR * waterTimer * (WIND_SPEED*0.08)-(normal0.xy/normal0.zz)*WAVE_CHOPPYNESS;
|
||||
float3 normal1 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.020,+waterTimer*0.015)).rgb - 1.0;
|
||||
|
||||
nCoord = UV * (WAVE_SCALE * 0.25) + WIND_DIR * waterTimer * (WIND_SPEED*0.07)-(normal1.xy/normal1.zz)*WAVE_CHOPPYNESS;
|
||||
float3 normal2 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.04,-waterTimer*0.03)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 0.5) + WIND_DIR * waterTimer * (WIND_SPEED*0.09)-(normal2.xy/normal2.z)*WAVE_CHOPPYNESS;
|
||||
float3 normal3 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.03,+waterTimer*0.04)).rgb - 1.0;
|
||||
|
||||
nCoord = UV * (WAVE_SCALE* 1.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.4)-(normal3.xy/normal3.zz)*WAVE_CHOPPYNESS;
|
||||
float3 normal4 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.02,+waterTimer*0.1)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 2.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.7)-(normal4.xy/normal4.zz)*WAVE_CHOPPYNESS;
|
||||
float3 normal5 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0;
|
||||
|
||||
|
||||
|
||||
float3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
|
||||
normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
|
||||
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y);
|
||||
|
||||
float4 worldPosition = shMatrixMult(wMat, float4(position.xyz, 1));
|
||||
float2 relPos = (worldPosition.xy - rippleCenter.xy) / rippleAreaLength + 0.5;
|
||||
float3 normal_ripple = normalize(shSample(rippleNormalMap, relPos.xy).xyz * 2 - 1);
|
||||
|
||||
//normal = normalize(normal + normal_ripple);
|
||||
normal = normalize(float3(normal.x * BUMP + normal_ripple.x, normal.y * BUMP + normal_ripple.y, normal.z));
|
||||
normal = float3(normal.x, normal.y, -normal.z);
|
||||
|
||||
// normal for sunlight scattering
|
||||
float3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
|
||||
normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
|
||||
normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz;
|
||||
lNormal = normalize(float3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
|
||||
lNormal = float3(lNormal.x, lNormal.y, -lNormal.z);
|
||||
|
||||
|
||||
float3 lVec = normalize(sunPosition.xyz);
|
||||
float3 vVec = normalize(position.xyz - cameraPos.xyz);
|
||||
|
||||
|
||||
float isUnderwater = (cameraPos.z > 0) ? 0.0 : 1.0;
|
||||
|
||||
// sunlight scattering
|
||||
float3 pNormal = float3(0,0,1);
|
||||
float3 lR = reflect(lVec, lNormal);
|
||||
float3 llR = reflect(lVec, pNormal);
|
||||
|
||||
float s = shSaturate(dot(lR, vVec)*2.0-1.2);
|
||||
float lightScatter = shadow * shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
|
||||
float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
|
||||
|
||||
// fresnel
|
||||
float ior = (cameraPos.z>0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
|
||||
float fresnel = fresnel_dielectric(-vVec, normal, ior);
|
||||
|
||||
fresnel = shSaturate(fresnel);
|
||||
|
||||
// reflection
|
||||
float3 reflection = shSample(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
|
||||
|
||||
// refraction
|
||||
float3 R = reflect(vVec, normal);
|
||||
|
||||
#if REFRACTION
|
||||
float3 refraction = shSample(refractionMap, (screenCoords-(normal.xy*REFR_BUMP))*1.0).rgb;
|
||||
|
||||
// brighten up the refraction underwater
|
||||
refraction = (cameraPos.z < 0) ? shSaturate(refraction * 1.5) : refraction;
|
||||
#endif
|
||||
|
||||
// specular
|
||||
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
|
||||
|
||||
#if REFRACTION
|
||||
shOutputColour(0).xyz = shLerp( shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz;
|
||||
#else
|
||||
shOutputColour(0).xyz = shLerp(reflection, float3(0.090195, 0.115685, 0.12745), (1.0-fresnel)*0.5) + specular * sunSpecular.xyz;
|
||||
#endif
|
||||
// fog
|
||||
float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
|
||||
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
|
||||
|
||||
#if REFRACTION
|
||||
shOutputColour(0).w = 1;
|
||||
#else
|
||||
shOutputColour(0).w = shSaturate(fresnel*2 + specular);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#endif
|
||||
#include "core.h"
|
||||
|
||||
|
||||
#define SIMPLE_WATER @shGlobalSettingBool(simple_water)
|
||||
|
||||
#if SIMPLE_WATER
|
||||
// --------------------------------------- SIMPLE WATER ---------------------------------------------------
|
||||
|
||||
#define FOG @shGlobalSettingBool(fog)
|
||||
|
||||
#ifdef SH_VERTEX_SHADER
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shVertexInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
|
||||
#if FOG
|
||||
shOutput(float, depth)
|
||||
#endif
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputPosition = shMatrixMult(wvp, shInputPosition);
|
||||
UV = uv0;
|
||||
#if FOG
|
||||
depth = shOutputPosition.z;
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shSampler2D(animatedTexture)
|
||||
shInput(float2, UV)
|
||||
shInput(float, depth)
|
||||
|
||||
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
|
||||
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
|
||||
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputColour(0).xyz = shSample(animatedTexture, UV * float2(15.0, 15.0)).xyz * float3(1.0, 1.0, 1.0);
|
||||
shOutputColour(0).w = 0.7;
|
||||
|
||||
#if FOG
|
||||
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
|
||||
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
|
||||
|
||||
// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
|
||||
|
||||
#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
|
||||
#define SHADOWS @shGlobalSettingBool(shadows)
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
#include "shadows.h"
|
||||
#endif
|
||||
|
||||
#define RIPPLES 1
|
||||
#define REFRACTION @shGlobalSettingBool(refraction)
|
||||
|
||||
#ifdef SH_VERTEX_SHADER
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
|
||||
shVertexInput(float2, uv0)
|
||||
shOutput(float2, UV)
|
||||
|
||||
shOutput(float3, screenCoordsPassthrough)
|
||||
shOutput(float4, position)
|
||||
shOutput(float, depthPassthrough)
|
||||
|
||||
|
||||
#if SHADOWS
|
||||
shOutput(float4, lightSpacePos0)
|
||||
shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
|
||||
#endif
|
||||
|
||||
#if SHADOWS_PSSM
|
||||
@shForeach(3)
|
||||
shOutput(float4, lightSpacePos@shIterator)
|
||||
shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
|
||||
@shEndForeach
|
||||
#endif
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
|
||||
#endif
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
shOutputPosition = shMatrixMult(wvp, shInputPosition);
|
||||
UV = uv0;
|
||||
|
||||
|
||||
#if !SH_GLSL
|
||||
float4x4 scalemat = float4x4( 0.5, 0.0, 0.0, 0.5,
|
||||
0.0, -0.5, 0.0, 0.5,
|
||||
0.0, 0.0, 0.5, 0.5,
|
||||
0.0, 0.0, 0.0, 1.0 );
|
||||
#else
|
||||
mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
|
||||
0.0, -0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0);
|
||||
#endif
|
||||
|
||||
float4 texcoordProj = shMatrixMult(scalemat, shOutputPosition);
|
||||
screenCoordsPassthrough = float3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
|
||||
|
||||
position = shInputPosition;
|
||||
|
||||
depthPassthrough = shOutputPosition.z;
|
||||
|
||||
|
||||
#if SHADOWS
|
||||
lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
|
||||
#endif
|
||||
#if SHADOWS_PSSM
|
||||
float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
|
||||
@shForeach(3)
|
||||
lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
|
||||
@shEndForeach
|
||||
#endif
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
// tweakables ----------------------------------------------------
|
||||
|
||||
#define VISIBILITY 1500.0 // how far you can look through water
|
||||
|
||||
#define BIG_WAVES_X 0.3 // strength of big waves
|
||||
#define BIG_WAVES_Y 0.3
|
||||
|
||||
#define MID_WAVES_X 0.3 // strength of middle sized waves
|
||||
#define MID_WAVES_Y 0.15
|
||||
|
||||
#define SMALL_WAVES_X 0.15 // strength of small waves
|
||||
#define SMALL_WAVES_Y 0.1
|
||||
|
||||
#define WAVE_CHOPPYNESS 0.15 // wave choppyness
|
||||
#define WAVE_SCALE 75.0 // overall wave scale
|
||||
|
||||
#define BUMP 1.5 // overall water surface bumpiness
|
||||
#define REFL_BUMP 0.08 // reflection distortion amount
|
||||
#define REFR_BUMP 0.06 // refraction distortion amount
|
||||
|
||||
#define SCATTER_AMOUNT 0.3 // amount of sunlight scattering
|
||||
#define SCATTER_COLOUR float3(0.0,1.0,0.95) // colour of sunlight scattering
|
||||
|
||||
#define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction
|
||||
|
||||
#define SPEC_HARDNESS 256.0 // specular highlights hardness
|
||||
|
||||
|
||||
// ---------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
float fresnel_dielectric(float3 Incoming, float3 Normal, float eta)
|
||||
{
|
||||
/* compute fresnel reflectance without explicitly computing
|
||||
the refracted direction */
|
||||
float c = abs(dot(Incoming, Normal));
|
||||
float g = eta * eta - 1.0 + c * c;
|
||||
float result;
|
||||
|
||||
if(g > 0.0) {
|
||||
g = sqrt(g);
|
||||
float A =(g - c)/(g + c);
|
||||
float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
|
||||
result = 0.5 * A * A *(1.0 + B * B);
|
||||
}
|
||||
else
|
||||
result = 1.0; /* TIR (no refracted component) */
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
SH_BEGIN_PROGRAM
|
||||
shInput(float2, UV)
|
||||
shInput(float3, screenCoordsPassthrough)
|
||||
shInput(float4, position)
|
||||
shInput(float, depthPassthrough)
|
||||
|
||||
#if RIPPLES
|
||||
shUniform(float3, rippleCenter) @shSharedParameter(rippleCenter, rippleCenter)
|
||||
shUniform(float, rippleAreaLength) @shSharedParameter(rippleAreaLength, rippleAreaLength)
|
||||
#endif
|
||||
|
||||
shUniform(float, far) @shAutoConstant(far, far_clip_distance)
|
||||
|
||||
shSampler2D(reflectionMap)
|
||||
#if REFRACTION
|
||||
shSampler2D(refractionMap)
|
||||
#endif
|
||||
shSampler2D(depthMap)
|
||||
shSampler2D(normalMap)
|
||||
|
||||
#if RIPPLES
|
||||
shSampler2D(rippleNormalMap)
|
||||
shUniform(float4x4, wMat) @shAutoConstant(wMat, world_matrix)
|
||||
#endif
|
||||
|
||||
shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed)
|
||||
#define WIND_SPEED windDir_windSpeed.z
|
||||
#define WIND_DIR windDir_windSpeed.xy
|
||||
|
||||
shUniform(float, waterTimer) @shSharedParameter(waterTimer)
|
||||
shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight)
|
||||
|
||||
shUniform(float4, sunPosition) @shAutoConstant(sunPosition, light_position, 0)
|
||||
shUniform(float4, sunSpecular) @shAutoConstant(sunSpecular, light_specular_colour, 0)
|
||||
|
||||
shUniform(float, renderTargetFlipping) @shAutoConstant(renderTargetFlipping, render_target_flipping)
|
||||
|
||||
|
||||
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
|
||||
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
|
||||
|
||||
shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position_object_space)
|
||||
|
||||
|
||||
#if SHADOWS
|
||||
shInput(float4, lightSpacePos0)
|
||||
shSampler2D(shadowMap0)
|
||||
shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
|
||||
#endif
|
||||
#if SHADOWS_PSSM
|
||||
@shForeach(3)
|
||||
shInput(float4, lightSpacePos@shIterator)
|
||||
shSampler2D(shadowMap@shIterator)
|
||||
shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
|
||||
@shEndForeach
|
||||
shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
|
||||
#endif
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
|
||||
#endif
|
||||
|
||||
|
||||
SH_START_PROGRAM
|
||||
{
|
||||
#if SHADOWS
|
||||
float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
|
||||
#endif
|
||||
#if SHADOWS_PSSM
|
||||
float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
|
||||
#endif
|
||||
|
||||
#if SHADOWS || SHADOWS_PSSM
|
||||
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
|
||||
float fade = 1.0-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
|
||||
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
|
||||
#endif
|
||||
|
||||
#if !SHADOWS && !SHADOWS_PSSM
|
||||
float shadow = 1.0;
|
||||
#endif
|
||||
|
||||
|
||||
float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
|
||||
screenCoords.y = (1.0-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
|
||||
|
||||
float2 nCoord = float2(0.0,0.0);
|
||||
|
||||
nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
|
||||
float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 0.1) + WIND_DIR * waterTimer * (WIND_SPEED*0.08)-(normal0.xy/normal0.zz)*WAVE_CHOPPYNESS;
|
||||
float3 normal1 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.020,+waterTimer*0.015)).rgb - 1.0;
|
||||
|
||||
nCoord = UV * (WAVE_SCALE * 0.25) + WIND_DIR * waterTimer * (WIND_SPEED*0.07)-(normal1.xy/normal1.zz)*WAVE_CHOPPYNESS;
|
||||
float3 normal2 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.04,-waterTimer*0.03)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 0.5) + WIND_DIR * waterTimer * (WIND_SPEED*0.09)-(normal2.xy/normal2.z)*WAVE_CHOPPYNESS;
|
||||
float3 normal3 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.03,+waterTimer*0.04)).rgb - 1.0;
|
||||
|
||||
nCoord = UV * (WAVE_SCALE* 1.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.4)-(normal3.xy/normal3.zz)*WAVE_CHOPPYNESS;
|
||||
float3 normal4 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.02,+waterTimer*0.1)).rgb - 1.0;
|
||||
nCoord = UV * (WAVE_SCALE * 2.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.7)-(normal4.xy/normal4.zz)*WAVE_CHOPPYNESS;
|
||||
float3 normal5 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0;
|
||||
|
||||
|
||||
|
||||
float3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
|
||||
normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
|
||||
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y);
|
||||
|
||||
float4 worldPosition = shMatrixMult(wMat, float4(position.xyz, 1));
|
||||
float2 relPos = (worldPosition.xy - rippleCenter.xy) / rippleAreaLength + 0.5;
|
||||
float3 normal_ripple = normalize(shSample(rippleNormalMap, relPos.xy).xyz * 2.0 - 1.0);
|
||||
|
||||
//normal = normalize(normal + normal_ripple);
|
||||
normal = normalize(float3(normal.x * BUMP + normal_ripple.x, normal.y * BUMP + normal_ripple.y, normal.z));
|
||||
normal = float3(normal.x, normal.y, -normal.z);
|
||||
|
||||
// normal for sunlight scattering
|
||||
float3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
|
||||
normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
|
||||
normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz;
|
||||
lNormal = normalize(float3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
|
||||
lNormal = float3(lNormal.x, lNormal.y, -lNormal.z);
|
||||
|
||||
|
||||
float3 lVec = normalize(sunPosition.xyz);
|
||||
float3 vVec = normalize(position.xyz - cameraPos.xyz);
|
||||
|
||||
|
||||
float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;
|
||||
|
||||
// sunlight scattering
|
||||
float3 pNormal = float3(0,0,1);
|
||||
float3 lR = reflect(lVec, lNormal);
|
||||
float3 llR = reflect(lVec, pNormal);
|
||||
|
||||
float s = shSaturate(dot(lR, vVec)*2.0-1.2);
|
||||
float lightScatter = shadow * shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
|
||||
float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
|
||||
|
||||
// fresnel
|
||||
float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
|
||||
float fresnel = fresnel_dielectric(-vVec, normal, ior);
|
||||
|
||||
fresnel = shSaturate(fresnel);
|
||||
|
||||
// reflection
|
||||
float3 reflection = shSample(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
|
||||
|
||||
// refraction
|
||||
float3 R = reflect(vVec, normal);
|
||||
|
||||
#if REFRACTION
|
||||
float3 refraction = shSample(refractionMap, (screenCoords-(normal.xy*REFR_BUMP))*1.0).rgb;
|
||||
|
||||
// brighten up the refraction underwater
|
||||
refraction = (cameraPos.z < 0.0) ? shSaturate(refraction * 1.5) : refraction;
|
||||
#endif
|
||||
|
||||
// specular
|
||||
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
|
||||
|
||||
#if REFRACTION
|
||||
shOutputColour(0).xyz = shLerp( shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz;
|
||||
#else
|
||||
shOutputColour(0).xyz = shLerp(reflection, float3(0.090195, 0.115685, 0.12745), (1.0-fresnel)*0.5) + specular * sunSpecular.xyz;
|
||||
#endif
|
||||
// fog
|
||||
float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
|
||||
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
|
||||
|
||||
#if REFRACTION
|
||||
shOutputColour(0).w = 1.0;
|
||||
#else
|
||||
shOutputColour(0).w = shSaturate(fresnel*2.0 + specular);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue