#version 120 #define REFRACTION @refraction_enabled // Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html ) // tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- const float VISIBILITY = 1200.0; // how far you can look through water const float BIG_WAVES_X = 0.1; // strength of big waves const float BIG_WAVES_Y = 0.1; const float MID_WAVES_X = 0.1; // strength of middle sized waves const float MID_WAVES_Y = 0.1; const float SMALL_WAVES_X = 0.1; // strength of small waves const float SMALL_WAVES_Y = 0.1; const float WAVE_CHOPPYNESS = 0.05; // wave choppyness const float WAVE_SCALE = 75.0; // overall wave scale const float BUMP = 0.5; // overall water surface bumpiness const float REFL_BUMP = 0.10; // reflection distortion amount const float REFR_BUMP = 0.07; // refraction distortion amount const float SCATTER_AMOUNT = 0.3; // amount of sunlight scattering const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction const float SPEC_HARDNESS = 256.0; // specular highlights hardness const vec2 WIND_DIR = vec2(0.5f, -0.8f); const float WIND_SPEED = 0.2f; const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745); // -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- - float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) { 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; } varying vec3 screenCoordsPassthrough; varying vec4 position; varying float depthPassthrough; uniform sampler2D normalMap; uniform sampler2D reflectionMap; #if REFRACTION uniform sampler2D refractionMap; uniform sampler2D refractionDepthMap; #endif uniform float osg_SimulationTime; uniform float near; uniform float far; uniform vec3 nodePosition; void main(void) { vec3 worldPos = position.xyz + nodePosition.xyz; vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0; UV.y *= -1.0; float shadow = 1.0; vec2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z; screenCoords.y = (1.0-screenCoords.y); vec2 nCoord = vec2(0.0,0.0); #define waterTimer osg_SimulationTime nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04); vec3 normal0 = 2.0 * texture2D(normalMap, nCoord + vec2(-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; vec3 normal1 = 2.0 * texture2D(normalMap, nCoord + vec2(+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; vec3 normal2 = 2.0 * texture2D(normalMap, nCoord + vec2(-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; vec3 normal3 = 2.0 * texture2D(normalMap, nCoord + vec2(+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; vec3 normal4 = 2.0 * texture2D(normalMap, nCoord + vec2(-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; vec3 normal5 = 2.0 * texture2D(normalMap, nCoord + vec2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0; vec3 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); normal = normalize(vec3(normal.x * BUMP, normal.y * BUMP, normal.z)); normal = vec3(-normal.x, -normal.y, normal.z); // normal for sunlight scattering vec3 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(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z)); lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z); vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(gl_LightSource[0].position.xyz, 0.0)).xyz); vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz; vec3 vVec = normalize(position.xyz - cameraPos.xyz); float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0; // sunlight scattering vec3 pNormal = vec3(0,0,1); 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 * gl_LightSource[0].specular.xyz; #else gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * gl_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 }