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openmw-tes3mp/files/materials/water.shader

372 lines
14 KiB
GLSL

#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)
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);
#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(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)
shUniform(float4x4, wMat) @shAutoConstant(wMat, world_matrix)
#if RIPPLES
shSampler2D(rippleNormalMap)
#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
{
float3 worldPos = shMatrixMult (wMat, position).xyz;
float2 UV = worldPos.xy / (8192.0*5.0) * 3.0;
UV.y *= -1.0;
#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