fixes for shaders glsles
parent
4c46da79de
commit
3a625c567d
@ -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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shInput(float2, UV)
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shInput(float, fade)
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shSampler2D(diffuseMap)
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shUniform(float, nightFade) @shSharedParameter(nightFade)
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SH_START_PROGRAM
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{
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shOutputColour(0) = shSample(diffuseMap, UV) * float4(1,1,1, nightFade * fade);
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}
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#endif
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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] = 0.0;
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worldviewFixed[1][3] = 0.0;
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worldviewFixed[2][3] = 0.0;
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#else
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worldviewFixed[3][0] = 0.0;
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worldviewFixed[3][1] = 0.0;
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worldviewFixed[3][2] = 0.0;
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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 > 50.0) ? 1.0 : 0.0;
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}
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#else
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SH_BEGIN_PROGRAM
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shInput(float2, UV)
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shInput(float, fade)
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shSampler2D(diffuseMap)
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shUniform(float, nightFade) @shSharedParameter(nightFade)
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SH_START_PROGRAM
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{
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shOutputColour(0) = shSample(diffuseMap, UV) * float4(1,1,1, nightFade * fade);
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}
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#endif
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@ -1,370 +1,370 @@
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#include "core.h"
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#define SIMPLE_WATER @shGlobalSettingBool(simple_water)
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#if SIMPLE_WATER
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// --------------------------------------- SIMPLE WATER ---------------------------------------------------
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#define FOG @shGlobalSettingBool(fog)
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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#if FOG
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shOutput(float, depth)
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#endif
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SH_START_PROGRAM
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV = uv0;
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#if FOG
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depth = shOutputPosition.z;
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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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shSampler2D(animatedTexture)
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shInput(float2, UV)
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shInput(float, depth)
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shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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SH_START_PROGRAM
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{
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shOutputColour(0).xyz = shSample(animatedTexture, UV * float2(15.0, 15.0)).xyz * float3(1.0, 1.0, 1.0);
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shOutputColour(0).w = 0.7;
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#if FOG
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float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
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#endif
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}
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#endif
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#else
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// Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
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#define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
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#define SHADOWS @shGlobalSettingBool(shadows)
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#if SHADOWS || SHADOWS_PSSM
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#include "shadows.h"
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#endif
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#define RIPPLES 1
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#define REFRACTION @shGlobalSettingBool(refraction)
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#ifdef SH_VERTEX_SHADER
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SH_BEGIN_PROGRAM
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shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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shVertexInput(float2, uv0)
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shOutput(float2, UV)
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shOutput(float3, screenCoordsPassthrough)
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shOutput(float4, position)
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shOutput(float, depthPassthrough)
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#if SHADOWS
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shOutput(float4, lightSpacePos0)
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shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shOutput(float4, lightSpacePos@shIterator)
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shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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@shEndForeach
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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#endif
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SH_START_PROGRAM
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{
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shOutputPosition = shMatrixMult(wvp, shInputPosition);
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UV = uv0;
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#if !SH_GLSL
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float4x4 scalemat = float4x4( 0.5, 0, 0, 0.5,
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0, -0.5, 0, 0.5,
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0, 0, 0.5, 0.5,
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0, 0, 0, 1 );
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#else
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mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
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0.0, -0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0);
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#endif
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float4 texcoordProj = shMatrixMult(scalemat, shOutputPosition);
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screenCoordsPassthrough = float3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
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position = shInputPosition;
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depthPassthrough = shOutputPosition.z;
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#if SHADOWS
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lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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#endif
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#if SHADOWS_PSSM
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float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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@shForeach(3)
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lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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@shEndForeach
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#endif
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}
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#else
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// tweakables ----------------------------------------------------
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#define VISIBILITY 1500.0 // how far you can look through water
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#define BIG_WAVES_X 0.3 // strength of big waves
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#define BIG_WAVES_Y 0.3
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#define MID_WAVES_X 0.3 // strength of middle sized waves
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#define MID_WAVES_Y 0.15
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#define SMALL_WAVES_X 0.15 // strength of small waves
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#define SMALL_WAVES_Y 0.1
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#define WAVE_CHOPPYNESS 0.15 // wave choppyness
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#define WAVE_SCALE 75 // overall wave scale
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#define BUMP 1.5 // overall water surface bumpiness
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#define REFL_BUMP 0.08 // reflection distortion amount
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#define REFR_BUMP 0.06 // refraction distortion amount
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#define SCATTER_AMOUNT 0.3 // amount of sunlight scattering
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#define SCATTER_COLOUR float3(0.0,1.0,0.95) // colour of sunlight scattering
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#define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction
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#define SPEC_HARDNESS 256 // specular highlights hardness
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// ---------------------------------------------------------------
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float fresnel_dielectric(float3 Incoming, float3 Normal, float eta)
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{
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/* compute fresnel reflectance without explicitly computing
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the refracted direction */
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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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if(g > 0.0) {
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g = sqrt(g);
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float A =(g - c)/(g + c);
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float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
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result = 0.5 * A * A *(1.0 + B * B);
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}
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else
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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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SH_BEGIN_PROGRAM
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shInput(float2, UV)
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shInput(float3, screenCoordsPassthrough)
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shInput(float4, position)
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shInput(float, depthPassthrough)
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#if RIPPLES
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shUniform(float3, rippleCenter) @shSharedParameter(rippleCenter, rippleCenter)
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shUniform(float, rippleAreaLength) @shSharedParameter(rippleAreaLength, rippleAreaLength)
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#endif
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shUniform(float, far) @shAutoConstant(far, far_clip_distance)
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shSampler2D(reflectionMap)
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#if REFRACTION
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shSampler2D(refractionMap)
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#endif
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shSampler2D(depthMap)
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shSampler2D(normalMap)
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#if RIPPLES
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shSampler2D(rippleNormalMap)
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shUniform(float4x4, wMat) @shAutoConstant(wMat, world_matrix)
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#endif
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shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed)
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#define WIND_SPEED windDir_windSpeed.z
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#define WIND_DIR windDir_windSpeed.xy
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shUniform(float, waterTimer) @shSharedParameter(waterTimer)
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shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight)
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shUniform(float4, sunPosition) @shAutoConstant(sunPosition, light_position, 0)
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shUniform(float4, sunSpecular) @shAutoConstant(sunSpecular, light_specular_colour, 0)
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shUniform(float, renderTargetFlipping) @shAutoConstant(renderTargetFlipping, render_target_flipping)
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shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
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shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position_object_space)
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#if SHADOWS
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shInput(float4, lightSpacePos0)
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shSampler2D(shadowMap0)
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shUniform(float2, invShadowmapSize0) @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
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#endif
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#if SHADOWS_PSSM
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@shForeach(3)
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shInput(float4, lightSpacePos@shIterator)
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shSampler2D(shadowMap@shIterator)
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shUniform(float2, invShadowmapSize@shIterator) @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
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@shEndForeach
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shUniform(float3, pssmSplitPoints) @shSharedParameter(pssmSplitPoints)
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#endif
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#if SHADOWS || SHADOWS_PSSM
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shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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#endif
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SH_START_PROGRAM
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{
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#if SHADOWS
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float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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#endif
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#if SHADOWS_PSSM
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float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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#endif
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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#endif
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#if !SHADOWS && !SHADOWS_PSSM
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float shadow = 1.0;
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#endif
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float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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screenCoords.y = (1-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
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float2 nCoord = float2(0,0);
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nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
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float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-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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float3 normal1 = 2.0 * shSample(normalMap, nCoord + float2(+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;
|
||||
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