You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
371 lines
14 KiB
GLSL
371 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)
|
|
shVertexInput(float2, uv0)
|
|
shOutput(float2, UV)
|
|
|
|
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);
|
|
UV = uv0;
|
|
|
|
|
|
#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(float2, UV)
|
|
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)
|
|
|
|
#if RIPPLES
|
|
shSampler2D(rippleNormalMap)
|
|
shUniform(float4x4, wMat) @shAutoConstant(wMat, world_matrix)
|
|
#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
|
|
{
|
|
#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
|