New water WIP
Changes compared to old (Ogre) water: - Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader - Different clipping mechanism (glClipPlane instead of a skewed viewing frustum) - Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface - Toned down light scattering, made the waterColor a bit darker at night - Fixed flipped water normals and strange resulting logic in the shader Still to do: see comments...openmw-37
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843225996c
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add_subdirectory(mygui)
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add_subdirectory(shaders)
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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 ${OpenMW_BINARY_DIR}/resources/shaders)
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set(SHADER_FILES
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water_vertex.glsl
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water_fragment.glsl
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water_nm.png
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)
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copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}")
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#version 120
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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 REFRACTION 1
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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 = 0.15; // reflection distortion amount
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const float REFR_BUMP = 0.06; // 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(0.5f, -0.8f);
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const float WIND_SPEED = 0.2f;
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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; /* TIR (no refracted component) */
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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 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 sampler2D normalMap;
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uniform float osg_SimulationTime;
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void main(void)
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{
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// FIXME
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vec3 worldPos = position.xyz; // ((wMat) * ( position)).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(gl_LightSource[0].position.xyz, 0.0)).xyz);
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vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
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vec3 vVec = normalize(position.xyz - cameraPos.xyz);
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float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;
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// sunlight scattering
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vec3 pNormal = vec3(0,0,1);
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vec3 lR = reflect(lVec, lNormal);
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vec3 llR = reflect(lVec, pNormal);
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float sunHeight = lVec.z;
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float sunFade = length(gl_LightModel.ambient.xyz);
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float s = clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0);
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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);
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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));
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// fresnel
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float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
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float fresnel = fresnel_dielectric(vVec, normal, ior);
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fresnel = clamp(fresnel, 0.0, 1.0);
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// reflection
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vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
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// refraction
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#if REFRACTION
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vec3 refraction = texture2D(refractionMap, screenCoords-(normal.xy*REFR_BUMP)).rgb;
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// brighten up the refraction underwater
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refraction = (cameraPos.z < 0.0) ? clamp(refraction * 1.5, 0.0, 1.0) : refraction;
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#endif
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// specular
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vec3 R = reflect(vVec, normal);
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float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
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#if REFRACTION
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float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x;
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// make linear
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float zNear = 5; // FIXME
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float zFar = 6666; // FIXME
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float z_n = 2.0 * refractionDepth - 1.0;
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refractionDepth = 2.0 * zNear * zFar / (zFar + zNear - z_n * (zFar - zNear));
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float waterDepth = refractionDepth - depthPassthrough;
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vec3 waterColor = vec3(0.090195, 0.115685, 0.12745);
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waterColor = waterColor * length(gl_LightModel.ambient.xyz);
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if (cameraPos.z > 0.0)
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refraction = mix(refraction, waterColor, clamp(waterDepth/VISIBILITY, 0.0, 1.0));
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gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * gl_LightSource[0].specular.xyz;
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#else
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gl_FragData[0].xyz = mix(reflection, vec3(0.090195, 0.115685, 0.12745), (1.0-fresnel)*0.5) + specular * gl_LightSource[0].specular.xyz;
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#endif
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// fog
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float fogValue = clamp((depthPassthrough - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
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gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue);
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#if REFRACTION
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gl_FragData[0].w = 1.0;
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#else
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gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0);
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#endif
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}
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#version 120
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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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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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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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vec4 texcoordProj = ((scalemat) * ( gl_Position));
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screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
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position = gl_Vertex;
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depthPassthrough = gl_Position.z;
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}
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