Reduce the amount of redundant code in the water shader

pull/3235/head
Alexei Kotov 2 months ago
parent fbe84f4668
commit 0be7d7fa4c

@ -10,8 +10,6 @@
#include "lib/core/fragment.h.glsl"
#define REFRACTION @refraction_enabled
// Inspired by Blender GLSL Water by martinsh ( https://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
@ -20,18 +18,11 @@ const float VISIBILITY = 2500.0;
const float VISIBILITY_DEPTH = VISIBILITY * 1.5;
const float DEPTH_FADE = 0.15;
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 MID_WAVES_RAIN_X = 0.2;
const float MID_WAVES_RAIN_Y = 0.2;
const float SMALL_WAVES_X = 0.1; // strength of small waves
const float SMALL_WAVES_Y = 0.1;
const float SMALL_WAVES_RAIN_X = 0.3;
const float SMALL_WAVES_RAIN_Y = 0.3;
const vec2 BIG_WAVES = vec2(0.1, 0.1); // strength of big waves
const vec2 MID_WAVES = vec2(0.1, 0.1); // strength of middle sized waves
const vec2 MID_WAVES_RAIN = vec2(0.2, 0.2);
const vec2 SMALL_WAVES = vec2(0.1, 0.1); // strength of small waves
const vec2 SMALL_WAVES_RAIN = vec2(0.3, 0.3);
const float WAVE_CHOPPYNESS = 0.05; // wave choppyness
const float WAVE_SCALE = 75.0; // overall wave scale
@ -133,9 +124,9 @@ void main(void)
float distortionLevel = 2.0;
rippleAdd += distortionLevel * vec3(texture2D(rippleMap, rippleMapUV).ba * blendFar * blendClose, 0.0);
vec2 bigWaves = vec2(BIG_WAVES_X,BIG_WAVES_Y);
vec2 midWaves = mix(vec2(MID_WAVES_X,MID_WAVES_Y),vec2(MID_WAVES_RAIN_X,MID_WAVES_RAIN_Y),rainIntensity);
vec2 smallWaves = mix(vec2(SMALL_WAVES_X,SMALL_WAVES_Y),vec2(SMALL_WAVES_RAIN_X,SMALL_WAVES_RAIN_Y),rainIntensity);
vec2 bigWaves = BIG_WAVES;
vec2 midWaves = mix(MID_WAVES, MID_WAVES_RAIN, rainIntensity);
vec2 smallWaves = mix(SMALL_WAVES, SMALL_WAVES_RAIN, rainIntensity);
float bump = mix(BUMP,BUMP_RAIN,rainIntensity);
vec3 normal = (normal0 * bigWaves.x + normal1 * bigWaves.y + normal2 * midWaves.x +
@ -153,34 +144,32 @@ void main(void)
float fresnel = clamp(fresnel_dielectric(vVec, normal, ior), 0.0, 1.0);
vec2 screenCoordsOffset = normal.xy * REFL_BUMP;
#if REFRACTION
#if @refraction_enabled
float depthSample = linearizeDepth(sampleRefractionDepthMap(screenCoords), near, far);
float surfaceDepth = linearizeDepth(gl_FragCoord.z, near, far);
float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
float depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far);
float waterDepthDistorted = max(depthSampleDistorted - surfaceDepth, 0.0);
screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH, 0.0, 1.0);
#endif
// reflection
vec3 reflection = sampleReflectionMap(screenCoords + screenCoordsOffset).rgb;
// specular
float specular = pow(max(dot(reflect(vVec, normal), lVec), 0.0),SPEC_HARDNESS) * shadow;
vec3 waterColor = WATER_COLOR * sunFade;
vec4 sunSpec = lcalcSpecular(0);
// alpha component is sun visibility; we want to start fading lighting effects when visibility is low
sunSpec.a = min(1.0, sunSpec.a / SUN_SPEC_FADING_THRESHOLD);
// specular
float specular = pow(max(dot(reflect(vVec, normal), lVec), 0.0), SPEC_HARDNESS) * shadow * sunSpec.a;
// artificial specularity to make rain ripples more noticeable
vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade)));
vec3 rainSpecular = abs(rainRipple.w)*mix(skyColorEstimate, vec3(1.0), 0.05)*0.5;
float waterTransparency = clamp(fresnel * 6.0 + specular, 0.0, 1.0);
#if REFRACTION
// no alpha here, so make sure raindrop ripple specularity gets properly subdued
rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0);
#if @refraction_enabled
// selectively nullify screenCoordsOffset to eliminate remaining shore artifacts, not needed for reflection
if (cameraPos.z > 0.0 && realWaterDepth <= VISIBILITY_DEPTH && waterDepthDistorted > VISIBILITY_DEPTH)
screenCoordsOffset = vec2(0.0);
@ -211,30 +200,35 @@ void main(void)
normal3 * midWaves.y * 0.2 + normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 + rippleAdd);
lNormal = normalize(vec3(-lNormal.x * bump, -lNormal.y * bump, lNormal.z));
float sunHeight = lVec.z;
vec3 scatterColour = mix(SCATTER_COLOUR*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0));
vec3 lR = reflect(lVec, lNormal);
float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * sunSpec.a * clamp(1.0-exp(-sunHeight), 0.0, 1.0);
vec3 scatterColour = mix(SCATTER_COLOUR * vec3(1.0, 0.4, 0.0), SCATTER_COLOUR, max(1.0 - exp(-sunHeight * SUN_EXT), 0.0));
float scatterLambert = max(dot(lVec, lNormal) * 0.7 + 0.3, 0.0);
float scatterReflectAngle = max(dot(reflect(lVec, lNormal), vVec) * 2.0 - 1.2, 0.0);
float lightScatter = scatterLambert * scatterReflectAngle * SCATTER_AMOUNT * sunFade * sunSpec.a * max(1.0 - exp(-sunHeight), 0.0);
refraction = mix(refraction, scatterColour, lightScatter);
#endif
gl_FragData[0].xyz = mix(refraction, reflection, fresnel) + specular * sunSpec.rgb * sunSpec.a + rainSpecular;
gl_FragData[0].w = 1.0;
gl_FragData[0].rgb = mix(refraction, reflection, fresnel);
gl_FragData[0].a = 1.0;
// no alpha here, so make sure raindrop ripple specularity gets properly subdued
rainSpecular *= waterTransparency;
#else
gl_FragData[0].rgb = mix(waterColor, reflection, (1.0 + fresnel) * 0.5);
gl_FragData[0].a = waterTransparency;
#endif
#if @wobblyShores
gl_FragData[0].rgb += specular * sunSpec.rgb + rainSpecular;
#if @refraction_enabled && @wobblyShores
// wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping
vec3 normalShoreRippleRain = texture2D(normalMap,normalCoords(UV, 2.0, 2.7, -1.0*waterTimer, 0.05, 0.1, normal3)).rgb - 0.5
+ texture2D(normalMap,normalCoords(UV, 2.0, 2.7, waterTimer, 0.04, -0.13, normal4)).rgb - 0.5;
float verticalWaterDepth = realWaterDepth * mix(abs(vVec.z), 1.0, 0.2); // an estimate
float viewFactor = mix(abs(vVec.z), 1.0, 0.2);
float verticalWaterDepth = realWaterDepth * viewFactor; // an estimate
float shoreOffset = verticalWaterDepth - (normal2.r + mix(0.0, normalShoreRippleRain.r, rainIntensity) + 0.15)*8.0;
float fuzzFactor = min(1.0, 1000.0/surfaceDepth) * mix(abs(vVec.z), 1.0, 0.2);
float fuzzFactor = min(1.0, 1000.0 / surfaceDepth) * viewFactor;
shoreOffset *= fuzzFactor;
shoreOffset = clamp(mix(shoreOffset, 1.0, clamp(linearDepth / WOBBLY_SHORE_FADE_DISTANCE, 0.0, 1.0)), 0.0, 1.0);
gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset);
#endif
#else
gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.rgb * sunSpec.a + rainSpecular;
gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.a, 0.0, 1.0);
gl_FragData[0].rgb = mix(rawRefraction, gl_FragData[0].rgb, shoreOffset);
#endif
#if @radialFog

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