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openmw-tes3mp/files/shaders/water_fragment.glsl

192 lines
7.2 KiB
GLSL

#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
}