openmw building on Android with Opengl es
parent
3fe38e3556
commit
69acacefff
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#-------------------------------------------------------------------
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# This file is part of the CMake build system for OGRE
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# (Object-oriented Graphics Rendering Engine)
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# For the latest info, see http://www.ogre3d.org/
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#
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# The contents of this file are placed in the public domain. Feel
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# free to make use of it in any way you like.
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#-------------------------------------------------------------------
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# - Try to find OpenGLES
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# Once done this will define
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#
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# OPENGLES_FOUND - system has OpenGLES
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# OPENGLES_INCLUDE_DIR - the GL include directory
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# OPENGLES_LIBRARIES - Link these to use OpenGLES
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IF (WIN32)
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IF (CYGWIN)
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FIND_PATH(OPENGLES_INCLUDE_DIR GLES/gl.h )
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FIND_LIBRARY(OPENGLES_gl_LIBRARY libgles_cm )
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ELSE (CYGWIN)
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IF(BORLAND)
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SET (OPENGLES_gl_LIBRARY import32 CACHE STRING "OpenGL ES 1.x library for win32")
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ELSE(BORLAND)
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#MS compiler - todo - fix the following line:
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SET (OPENGLES_gl_LIBRARY ${OGRE_SOURCE_DIR}/Dependencies/lib/release/libgles_cm.lib CACHE STRING "OpenGL ES 1.x library for win32")
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ENDIF(BORLAND)
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ENDIF (CYGWIN)
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ELSE (WIN32)
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IF (APPLE)
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#create_search_paths(/Developer/Platforms)
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#findpkg_framework(OpenGLES)
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#set(OPENGLES_gl_LIBRARY "-framework OpenGLES")
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ELSE(APPLE)
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FIND_PATH(OPENGLES_INCLUDE_DIR GLES/gl.h
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/opt/vc/include
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/opt/graphics/OpenGL/include
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/usr/openwin/share/include
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/usr/X11R6/include
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/usr/include
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)
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FIND_LIBRARY(OPENGLES_gl_LIBRARY
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NAMES GLES_CM GLESv1_CM
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PATHS /opt/vc/lib
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/opt/graphics/OpenGL/lib
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/usr/openwin/lib
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/usr/shlib /usr/X11R6/lib
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/usr/lib
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)
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# On Unix OpenGL most certainly always requires X11.
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# Feel free to tighten up these conditions if you don't
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# think this is always true.
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#IF (OPENGLES_gl_LIBRARY)
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# IF(NOT X11_FOUND)
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# INCLUDE(FindX11)
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# ENDIF(NOT X11_FOUND)
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# IF (X11_FOUND)
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# SET (OPENGLES_LIBRARIES ${X11_LIBRARIES})
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# ENDIF (X11_FOUND)
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#ENDIF (OPENGLES_gl_LIBRARY)
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ENDIF(APPLE)
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ENDIF (WIN32)
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SET( OPENGLES_FOUND "NO" )
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IF(OPENGLES_gl_LIBRARY)
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SET( OPENGLES_LIBRARIES ${OPENGLES_gl_LIBRARY} ${OPENGLES_LIBRARIES})
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SET( OPENGLES_FOUND "YES" )
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ENDIF(OPENGLES_gl_LIBRARY)
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MARK_AS_ADVANCED(
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OPENGLES_INCLUDE_DIR
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OPENGLES_gl_LIBRARY
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)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(OPENGLES REQUIRED_VARS OPENGLES_LIBRARIES OPENGLES_INCLUDE_DIR)
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#-------------------------------------------------------------------
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# This file is part of the CMake build system for OGRE
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# (Object-oriented Graphics Rendering Engine)
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# For the latest info, see http://www.ogre3d.org/
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#
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# The contents of this file are placed in the public domain. Feel
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# free to make use of it in any way you like.
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#-------------------------------------------------------------------
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# - Try to find OpenGLES and EGL
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# If using ARM Mali emulation you can specify the parent directory that contains the bin and include directories by
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# setting the MALI_SDK_ROOT variable in the environment.
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#
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# For AMD emulation use the AMD_SDK_ROOT variable
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#
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# Once done this will define
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#
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# OPENGLES2_FOUND - system has OpenGLES
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# OPENGLES2_INCLUDE_DIR - the GL include directory
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# OPENGLES2_LIBRARIES - Link these to use OpenGLES
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#
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# EGL_FOUND - system has EGL
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# EGL_INCLUDE_DIR - the EGL include directory
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# EGL_LIBRARIES - Link these to use EGL
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#include(FindPkgMacros)
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IF (WIN32)
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IF (CYGWIN)
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FIND_PATH(OPENGLES2_INCLUDE_DIR GLES2/gl2.h )
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FIND_LIBRARY(OPENGLES2_gl_LIBRARY libGLESv2 )
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ELSE (CYGWIN)
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IF(BORLAND)
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SET (OPENGLES2_gl_LIBRARY import32 CACHE STRING "OpenGL ES 2.x library for win32")
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ELSE(BORLAND)
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#getenv_path(AMD_SDK_ROOT)
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#getenv_path(MALI_SDK_ROOT)
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SET(POWERVR_SDK_PATH "C:/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds")
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FIND_PATH(OPENGLES2_INCLUDE_DIR GLES2/gl2.h
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${ENV_AMD_SDK_ROOT}/include
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${ENV_MALI_SDK_ROOT}/include
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${POWERVR_SDK_PATH}/Include
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"C:/Imagination Technologies/PowerVR Insider SDK/OGLES2_WINDOWS_X86EMULATION_2.10/Builds/OGLES2/Include"
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)
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FIND_PATH(EGL_INCLUDE_DIR EGL/egl.h
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${ENV_AMD_SDK_ROOT}/include
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${ENV_MALI_SDK_ROOT}/include
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${POWERVR_SDK_PATH}/Include
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"C:/Imagination Technologies/PowerVR Insider SDK/OGLES2_WINDOWS_X86EMULATION_2.10/Builds/OGLES2/Include"
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)
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FIND_LIBRARY(OPENGLES2_gl_LIBRARY
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NAMES libGLESv2
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PATHS ${ENV_AMD_SDK_ROOT}/x86
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${ENV_MALI_SDK_ROOT}/bin
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${POWERVR_SDK_PATH}/Windows/x86_32/Lib
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"C:/Imagination Technologies/PowerVR Insider SDK/OGLES2_WINDOWS_X86EMULATION_2.10/Builds/OGLES2/WindowsX86/Lib"
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)
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FIND_LIBRARY(EGL_egl_LIBRARY
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NAMES libEGL
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PATHS ${ENV_AMD_SDK_ROOT}/x86
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${ENV_MALI_SDK_ROOT}/bin
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${POWERVR_SDK_PATH}/Windows/x86_32/Lib
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"C:/Imagination Technologies/PowerVR Insider SDK/OGLES2_WINDOWS_X86EMULATION_2.10/Builds/OGLES2/WindowsX86/Lib"
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)
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ENDIF(BORLAND)
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ENDIF (CYGWIN)
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ELSE (WIN32)
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IF (APPLE)
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#create_search_paths(/Developer/Platforms)
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#findpkg_framework(OpenGLES2)
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#set(OPENGLES2_gl_LIBRARY "-framework OpenGLES")
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ELSE(APPLE)
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#getenv_path(AMD_SDK_ROOT)
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#getenv_path(MALI_SDK_ROOT)
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FIND_PATH(OPENGLES2_INCLUDE_DIR GLES2/gl2.h
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${ENV_AMD_SDK_ROOT}/include
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${ENV_MALI_SDK_ROOT}/include
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/opt/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds/Include
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/opt/vc/include
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/usr/openwin/share/include
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/opt/graphics/OpenGL/include /usr/X11R6/include
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/usr/include
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)
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FIND_LIBRARY(OPENGLES2_gl_LIBRARY
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NAMES GLESv2
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PATHS ${ENV_AMD_SDK_ROOT}/x86
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${ENV_MALI_SDK_ROOT}/bin
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/opt/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds/Linux/x86_32/Lib
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/opt/vc/lib
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/opt/graphics/OpenGL/lib
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/usr/openwin/lib
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/usr/shlib /usr/X11R6/lib
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/usr/lib
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)
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FIND_PATH(EGL_INCLUDE_DIR EGL/egl.h
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${ENV_AMD_SDK_ROOT}/include
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${ENV_MALI_SDK_ROOT}/include
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/opt/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds/Include
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/opt/vc/include
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/usr/openwin/share/include
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/opt/graphics/OpenGL/include /usr/X11R6/include
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/usr/include
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)
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FIND_LIBRARY(EGL_egl_LIBRARY
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NAMES EGL
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PATHS ${ENV_AMD_SDK_ROOT}/x86
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${ENV_MALI_SDK_ROOT}/bin
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/opt/Imagination/PowerVR/GraphicsSDK/SDK_3.1/Builds/Linux/x86_32/Lib
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/opt/vc/lib
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/opt/graphics/OpenGL/lib
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/usr/openwin/lib
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/usr/shlib /usr/X11R6/lib
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/usr/lib
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)
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# On Unix OpenGL most certainly always requires X11.
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# Feel free to tighten up these conditions if you don't
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# think this is always true.
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# It's not true on OSX.
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#IF (OPENGLES2_gl_LIBRARY)
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# IF(NOT X11_FOUND)
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# INCLUDE(FindX11)
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# ENDIF(NOT X11_FOUND)
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# IF (X11_FOUND)
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# IF (NOT APPLE)
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# SET (OPENGLES2_LIBRARIES ${X11_LIBRARIES})
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# ENDIF (NOT APPLE)
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# ENDIF (X11_FOUND)
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#ENDIF (OPENGLES2_gl_LIBRARY)
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ENDIF(APPLE)
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ENDIF (WIN32)
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SET( OPENGLES2_FOUND "YES" )
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IF(OPENGLES2_gl_LIBRARY AND EGL_egl_LIBRARY)
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SET( OPENGLES2_LIBRARIES ${OPENGLES2_gl_LIBRARY} ${OPENGLES2_LIBRARIES})
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SET( EGL_LIBRARIES ${EGL_egl_LIBRARY} ${EGL_LIBRARIES})
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SET( OPENGLES2_FOUND "YES" )
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ENDIF(OPENGLES2_gl_LIBRARY AND EGL_egl_LIBRARY)
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MARK_AS_ADVANCED(
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OPENGLES2_INCLUDE_DIR
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OPENGLES2_gl_LIBRARY
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EGL_INCLUDE_DIR
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EGL_egl_LIBRARY
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)
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INCLUDE(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(OPENGLES2 REQUIRED_VARS OPENGLES2_LIBRARIES OPENGLES2_INCLUDE_DIR)
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# Copy resource files into the build directory
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set(SDIR ${CMAKE_CURRENT_SOURCE_DIR})
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set(DDIR ${OpenMW_BINARY_DIR}/resources/shaders)
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set(SHADER_FILES
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water_vertex.glsl
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water_fragment.glsl
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water_nm.png
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)
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if (OPENGLES)
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set(SHADER_FILES
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watergles_vertex.glsl
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watergles_fragment.glsl
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water_nm.png
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)
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else()
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set(SHADER_FILES
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water_vertex.glsl
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water_fragment.glsl
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water_nm.png
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)
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endif()
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copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}")
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#version 100
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precision mediump float;
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precision mediump int;
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struct osg_LightSourceParameters {
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mediump vec4 ambient;
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mediump vec4 diffuse;
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mediump vec4 specular;
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mediump vec4 position;
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mediump vec4 halfVector;
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mediump vec3 spotDirection;
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mediump float spotExponent;
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mediump float spotCutoff;
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mediump float spotCosCutoff;
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mediump float constantAttenuation;
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mediump float linearAttenuation;
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mediump float quadraticAttenuation;
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};
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uniform osg_LightSourceParameters osg_LightSource[1];
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#define REFRACTION @refraction_enabled
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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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// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
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const float VISIBILITY = 1200.0; // how far you can look through water
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const float BIG_WAVES_X = 0.1; // strength of big waves
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const float BIG_WAVES_Y = 0.1;
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const float MID_WAVES_X = 0.1; // strength of middle sized waves
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const float MID_WAVES_Y = 0.1;
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const float SMALL_WAVES_X = 0.1; // strength of small waves
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const float SMALL_WAVES_Y = 0.1;
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const float WAVE_CHOPPYNESS = 0.05; // wave choppyness
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const float WAVE_SCALE = 75.0; // overall wave scale
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const float BUMP = 0.5; // overall water surface bumpiness
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const float REFL_BUMP = 0.10; // reflection distortion amount
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const float REFR_BUMP = 0.07; // refraction distortion amount
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const float SCATTER_AMOUNT = 0.3; // amount of sunlight scattering
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const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering
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const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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const vec2 WIND_DIR = vec2(0.5, -0.8);
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const float WIND_SPEED = 0.2;
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const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745);
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// -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -
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float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
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{
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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;
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return result;
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}
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varying vec3 screenCoordsPassthrough;
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varying vec4 position;
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varying float depthPassthrough;
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uniform sampler2D normalMap;
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uniform sampler2D reflectionMap;
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#if REFRACTION
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uniform sampler2D refractionMap;
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uniform sampler2D refractionDepthMap;
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#endif
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uniform float osg_SimulationTime;
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uniform float near;
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uniform float far;
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uniform vec3 nodePosition;
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void main(void)
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{
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vec3 worldPos = position.xyz + nodePosition.xyz;
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vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
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UV.y *= -1.0;
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float shadow = 1.0;
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vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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screenCoords.y = (1.0-screenCoords.y);
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vec2 nCoord = vec2(0.0,0.0);
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#define waterTimer osg_SimulationTime
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nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
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vec3 normal0 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE * 0.1) + WIND_DIR * waterTimer * (WIND_SPEED*0.08)-(normal0.xy/normal0.zz)*WAVE_CHOPPYNESS;
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vec3 normal1 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.020,+waterTimer*0.015)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE * 0.25) + WIND_DIR * waterTimer * (WIND_SPEED*0.07)-(normal1.xy/normal1.zz)*WAVE_CHOPPYNESS;
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vec3 normal2 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.04,-waterTimer*0.03)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE * 0.5) + WIND_DIR * waterTimer * (WIND_SPEED*0.09)-(normal2.xy/normal2.z)*WAVE_CHOPPYNESS;
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vec3 normal3 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.03,+waterTimer*0.04)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE* 1.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.4)-(normal3.xy/normal3.zz)*WAVE_CHOPPYNESS;
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vec3 normal4 = 2.0 * texture2D(normalMap, nCoord + vec2(-waterTimer*0.02,+waterTimer*0.1)).rgb - 1.0;
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nCoord = UV * (WAVE_SCALE * 2.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.7)-(normal4.xy/normal4.zz)*WAVE_CHOPPYNESS;
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vec3 normal5 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0;
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vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
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normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
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normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y);
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normal = normalize(vec3(normal.x * BUMP, normal.y * BUMP, normal.z));
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normal = vec3(-normal.x, -normal.y, normal.z);
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// normal for sunlight scattering
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vec3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
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normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
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normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz;
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lNormal = normalize(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
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lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);
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|
||||
vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(osg_LightSource[0].position.xyz, 0.0)).xyz);
|
||||
|
||||
vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0)).xyz;
|
||||
vec3 vVec = normalize(position.xyz - cameraPos.xyz);
|
||||
|
||||
float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;
|
||||
|
||||
// sunlight scattering
|
||||
vec3 pNormal = vec3(0.0,0.0,1.0);
|
||||
vec3 lR = reflect(lVec, lNormal);
|
||||
vec3 llR = reflect(lVec, pNormal);
|
||||
|
||||
float sunHeight = lVec.z;
|
||||
float sunFade = length(gl_LightModel.ambient.xyz);
|
||||
|
||||
float s = clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0);
|
||||
float lightScatter = shadow * clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * s * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0);
|
||||
vec3 scatterColour = mix(vec3(SCATTER_COLOUR)*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0));
|
||||
|
||||
// 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 = clamp(fresnel, 0.0, 1.0);
|
||||
|
||||
// reflection
|
||||
vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
|
||||
|
||||
// refraction
|
||||
#if REFRACTION
|
||||
vec3 refraction = texture2D(refractionMap, screenCoords-(normal.xy*REFR_BUMP)).rgb;
|
||||
|
||||
// brighten up the refraction underwater
|
||||
refraction = (cameraPos.z < 0.0) ? clamp(refraction * 1.5, 0.0, 1.0) : refraction;
|
||||
#endif
|
||||
|
||||
// specular
|
||||
vec3 R = reflect(vVec, normal);
|
||||
float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
|
||||
|
||||
vec3 waterColor = WATER_COLOR;
|
||||
waterColor = waterColor * length(gl_LightModel.ambient.xyz);
|
||||
#if REFRACTION
|
||||
float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x;
|
||||
float z_n = 2.0 * refractionDepth - 1.0;
|
||||
refractionDepth = 2.0 * near * far / (far + near - z_n * (far - near));
|
||||
|
||||
float waterDepth = refractionDepth - depthPassthrough;
|
||||
|
||||
if (cameraPos.z > 0.0)
|
||||
refraction = mix(refraction, waterColor, clamp(waterDepth/VISIBILITY, 0.0, 1.0));
|
||||
|
||||
gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * osg_LightSource[0].specular.xyz;
|
||||
#else
|
||||
gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * osg_LightSource[0].specular.xyz;
|
||||
#endif
|
||||
|
||||
// fog
|
||||
float fogValue = clamp((depthPassthrough - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
|
||||
gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
|
||||
|
||||
#if REFRACTION
|
||||
gl_FragData[0].w = 1.0;
|
||||
#else
|
||||
gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0);
|
||||
#endif
|
||||
}
|
@ -0,0 +1,24 @@
|
||||
#version 100
|
||||
precision mediump float;
|
||||
precision mediump int;
|
||||
|
||||
varying vec3 screenCoordsPassthrough;
|
||||
varying vec4 position;
|
||||
varying float depthPassthrough;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
|
||||
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);
|
||||
|
||||
vec4 texcoordProj = ((scalemat) * ( gl_Position));
|
||||
screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
|
||||
|
||||
position = gl_Vertex;
|
||||
|
||||
depthPassthrough = gl_Position.z;
|
||||
}
|
Loading…
Reference in New Issue