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https://github.com/OpenMW/openmw.git
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Merge branch 'megumingreatersigngreatersigngreatersignaqua' into 'master'
Water shader cleanup See merge request OpenMW/openmw!4000
This commit is contained in:
commit
2529b8c5a9
12 changed files with 66 additions and 80 deletions
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@ -161,7 +161,7 @@ CSMWorld::Data::Data(ToUTF8::FromType encoding, const Files::PathContainer& data
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defines["radialFog"] = "0";
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defines["lightingModel"] = "0";
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defines["reverseZ"] = "0";
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defines["refraction_enabled"] = "0";
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defines["waterRefraction"] = "0";
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for (const auto& define : shadowDefines)
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defines[define.first] = define.second;
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mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(defines);
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@ -441,7 +441,7 @@ namespace MWRender
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globalDefines["radialFog"] = (exponentialFog || Settings::fog().mRadialFog) ? "1" : "0";
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globalDefines["exponentialFog"] = exponentialFog ? "1" : "0";
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globalDefines["skyBlending"] = mSkyBlending ? "1" : "0";
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globalDefines["refraction_enabled"] = "0";
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globalDefines["waterRefraction"] = "0";
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globalDefines["useGPUShader4"] = "0";
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globalDefines["useOVR_multiview"] = "0";
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globalDefines["numViews"] = "1";
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@ -100,7 +100,7 @@ namespace MWRender
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{
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auto& shaderManager = mResourceSystem->getSceneManager()->getShaderManager();
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Shader::ShaderManager::DefineMap defineMap = { { "ripple_map_size", std::to_string(sRTTSize) + ".0" } };
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Shader::ShaderManager::DefineMap defineMap = { { "rippleMapSize", std::to_string(sRTTSize) + ".0" } };
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osg::ref_ptr<osg::Shader> vertex = shaderManager.getShader("fullscreen_tri.vert", {}, osg::Shader::VERTEX);
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@ -700,11 +700,11 @@ namespace MWRender
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{
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// use a define map to conditionally compile the shader
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std::map<std::string, std::string> defineMap;
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defineMap["refraction_enabled"] = std::string(mRefraction ? "1" : "0");
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defineMap["waterRefraction"] = std::string(mRefraction ? "1" : "0");
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const int rippleDetail = Settings::water().mRainRippleDetail;
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defineMap["rain_ripple_detail"] = std::to_string(rippleDetail);
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defineMap["ripple_map_world_scale"] = std::to_string(RipplesSurface::sWorldScaleFactor);
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defineMap["ripple_map_size"] = std::to_string(RipplesSurface::sRTTSize) + ".0";
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defineMap["rainRippleDetail"] = std::to_string(rippleDetail);
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defineMap["rippleMapWorldScale"] = std::to_string(RipplesSurface::sWorldScaleFactor);
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defineMap["rippleMapSize"] = std::to_string(RipplesSurface::sRTTSize) + ".0";
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defineMap["sunlightScattering"] = Settings::water().mSunlightScattering ? "1" : "0";
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defineMap["wobblyShores"] = Settings::water().mWobblyShores ? "1" : "0";
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@ -13,7 +13,7 @@ uniform vec2 offset;
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void main()
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{
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vec2 uv = (gl_FragCoord.xy + offset) / @ripple_map_size;
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vec2 uv = (gl_FragCoord.xy + offset) / @rippleMapSize;
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vec4 color = texture2D(imageIn, uv);
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float wavesizeMultiplier = getTemporalWaveSizeMultiplier(osg_SimulationTime);
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@ -6,9 +6,9 @@ uniform sampler2D imageIn;
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void main()
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{
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vec2 uv = gl_FragCoord.xy / @ripple_map_size;
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vec2 uv = gl_FragCoord.xy / @rippleMapSize;
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float pixelSize = 1.0 / @ripple_map_size;
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float pixelSize = 1.0 / @rippleMapSize;
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float oneOffset = pixelSize;
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float oneAndHalfOffset = 1.5 * pixelSize;
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@ -10,8 +10,6 @@
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#include "lib/core/fragment.h.glsl"
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#define REFRACTION @refraction_enabled
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// Inspired by Blender GLSL Water by martinsh ( https://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
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// tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
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@ -20,18 +18,11 @@ const float VISIBILITY = 2500.0;
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const float VISIBILITY_DEPTH = VISIBILITY * 1.5;
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const float DEPTH_FADE = 0.15;
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const float BIG_WAVES_X = 0.1; // strength of big waves
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const float BIG_WAVES_Y = 0.1;
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const float MID_WAVES_X = 0.1; // strength of middle sized waves
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const float MID_WAVES_Y = 0.1;
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const float MID_WAVES_RAIN_X = 0.2;
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const float MID_WAVES_RAIN_Y = 0.2;
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const float SMALL_WAVES_X = 0.1; // strength of small waves
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const float SMALL_WAVES_Y = 0.1;
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const float SMALL_WAVES_RAIN_X = 0.3;
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const float SMALL_WAVES_RAIN_Y = 0.3;
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const vec2 BIG_WAVES = vec2(0.1, 0.1); // strength of big waves
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const vec2 MID_WAVES = vec2(0.1, 0.1); // strength of middle sized waves
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const vec2 MID_WAVES_RAIN = vec2(0.2, 0.2);
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const vec2 SMALL_WAVES = vec2(0.1, 0.1); // strength of small waves
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const vec2 SMALL_WAVES_RAIN = vec2(0.3, 0.3);
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const float WAVE_CHOPPYNESS = 0.05; // wave choppyness
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const float WAVE_SCALE = 75.0; // overall wave scale
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@ -133,70 +124,57 @@ void main(void)
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float distortionLevel = 2.0;
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rippleAdd += distortionLevel * vec3(texture2D(rippleMap, rippleMapUV).ba * blendFar * blendClose, 0.0);
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vec2 bigWaves = vec2(BIG_WAVES_X,BIG_WAVES_Y);
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vec2 midWaves = mix(vec2(MID_WAVES_X,MID_WAVES_Y),vec2(MID_WAVES_RAIN_X,MID_WAVES_RAIN_Y),rainIntensity);
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vec2 smallWaves = mix(vec2(SMALL_WAVES_X,SMALL_WAVES_Y),vec2(SMALL_WAVES_RAIN_X,SMALL_WAVES_RAIN_Y),rainIntensity);
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vec2 bigWaves = BIG_WAVES;
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vec2 midWaves = mix(MID_WAVES, MID_WAVES_RAIN, rainIntensity);
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vec2 smallWaves = mix(SMALL_WAVES, SMALL_WAVES_RAIN, rainIntensity);
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float bump = mix(BUMP,BUMP_RAIN,rainIntensity);
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vec3 normal = (normal0 * bigWaves.x + normal1 * bigWaves.y + normal2 * midWaves.x +
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normal3 * midWaves.y + normal4 * smallWaves.x + normal5 * smallWaves.y + rippleAdd);
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normal = normalize(vec3(-normal.x * bump, -normal.y * bump, normal.z));
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vec3 lVec = normalize((gl_ModelViewMatrixInverse * vec4(lcalcPosition(0).xyz, 0.0)).xyz);
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vec3 sunWorldDir = normalize((gl_ModelViewMatrixInverse * vec4(lcalcPosition(0).xyz, 0.0)).xyz);
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vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
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vec3 vVec = normalize(position.xyz - cameraPos.xyz);
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vec3 viewDir = normalize(position.xyz - cameraPos.xyz);
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float sunFade = length(gl_LightModel.ambient.xyz);
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// fresnel
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float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); // air to water; water to air
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float fresnel = clamp(fresnel_dielectric(vVec, normal, ior), 0.0, 1.0);
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float radialise = 1.0;
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#if @radialFog
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float radialDepth = distance(position.xyz, cameraPos);
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// TODO: Figure out how to properly radialise refraction depth and thus underwater fog
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// while avoiding oddities when the water plane is close to the clipping plane
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// radialise = radialDepth / linearDepth;
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#else
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float radialDepth = 0.0;
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#endif
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float fresnel = clamp(fresnel_dielectric(viewDir, normal, ior), 0.0, 1.0);
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vec2 screenCoordsOffset = normal.xy * REFL_BUMP;
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#if REFRACTION
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float depthSample = linearizeDepth(sampleRefractionDepthMap(screenCoords), near, far) * radialise;
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float surfaceDepth = linearizeDepth(gl_FragCoord.z, near, far) * radialise;
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#if @waterRefraction
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float depthSample = linearizeDepth(sampleRefractionDepthMap(screenCoords), near, far);
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float surfaceDepth = linearizeDepth(gl_FragCoord.z, near, far);
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float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
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float depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far) * radialise;
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float depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far);
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float waterDepthDistorted = max(depthSampleDistorted - surfaceDepth, 0.0);
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screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
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screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH, 0.0, 1.0);
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#endif
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// reflection
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vec3 reflection = sampleReflectionMap(screenCoords + screenCoordsOffset).rgb;
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// specular
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float specular = pow(max(dot(reflect(vVec, normal), lVec), 0.0),SPEC_HARDNESS) * shadow;
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vec3 waterColor = WATER_COLOR * sunFade;
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vec4 sunSpec = lcalcSpecular(0);
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// alpha component is sun visibility; we want to start fading lighting effects when visibility is low
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sunSpec.a = min(1.0, sunSpec.a / SUN_SPEC_FADING_THRESHOLD);
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// specular
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float specular = pow(max(dot(reflect(viewDir, normal), sunWorldDir), 0.0), SPEC_HARDNESS) * shadow * sunSpec.a;
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// artificial specularity to make rain ripples more noticeable
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vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade)));
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vec3 rainSpecular = abs(rainRipple.w)*mix(skyColorEstimate, vec3(1.0), 0.05)*0.5;
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float waterTransparency = clamp(fresnel * 6.0 + specular, 0.0, 1.0);
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#if REFRACTION
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// no alpha here, so make sure raindrop ripple specularity gets properly subdued
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rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0);
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#if @waterRefraction
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// selectively nullify screenCoordsOffset to eliminate remaining shore artifacts, not needed for reflection
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if (cameraPos.z > 0.0 && realWaterDepth <= VISIBILITY_DEPTH && waterDepthDistorted > VISIBILITY_DEPTH)
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screenCoordsOffset = vec2(0.0);
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depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far) * radialise;
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depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far);
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waterDepthDistorted = max(depthSampleDistorted - surfaceDepth, 0.0);
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// fade to realWaterDepth at a distance to compensate for physically inaccurate depth calculation
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@ -217,35 +195,45 @@ void main(void)
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}
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#if @sunlightScattering
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// normal for sunlight scattering
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vec3 lNormal = (normal0 * bigWaves.x * 0.5 + normal1 * bigWaves.y * 0.5 + normal2 * midWaves.x * 0.2 +
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normal3 * midWaves.y * 0.2 + normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 + rippleAdd);
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lNormal = normalize(vec3(-lNormal.x * bump, -lNormal.y * bump, lNormal.z));
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float sunHeight = lVec.z;
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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));
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vec3 lR = reflect(lVec, lNormal);
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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);
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vec3 scatterNormal = (normal0 * bigWaves.x * 0.5 + normal1 * bigWaves.y * 0.5 + normal2 * midWaves.x * 0.2 +
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normal3 * midWaves.y * 0.2 + normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 + rippleAdd);
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scatterNormal = normalize(vec3(-scatterNormal.xy * bump, scatterNormal.z));
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float sunHeight = sunWorldDir.z;
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vec3 scatterColour = mix(SCATTER_COLOUR * vec3(1.0, 0.4, 0.0), SCATTER_COLOUR, max(1.0 - exp(-sunHeight * SUN_EXT), 0.0));
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float scatterLambert = max(dot(sunWorldDir, scatterNormal) * 0.7 + 0.3, 0.0);
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float scatterReflectAngle = max(dot(reflect(sunWorldDir, scatterNormal), viewDir) * 2.0 - 1.2, 0.0);
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float lightScatter = scatterLambert * scatterReflectAngle * SCATTER_AMOUNT * sunFade * sunSpec.a * max(1.0 - exp(-sunHeight), 0.0);
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refraction = mix(refraction, scatterColour, lightScatter);
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#endif
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gl_FragData[0].xyz = mix(refraction, reflection, fresnel) + specular * sunSpec.rgb * sunSpec.a + rainSpecular;
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gl_FragData[0].w = 1.0;
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gl_FragData[0].rgb = mix(refraction, reflection, fresnel);
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gl_FragData[0].a = 1.0;
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// no alpha here, so make sure raindrop ripple specularity gets properly subdued
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rainSpecular *= waterTransparency;
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#else
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gl_FragData[0].rgb = mix(waterColor, reflection, (1.0 + fresnel) * 0.5);
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gl_FragData[0].a = waterTransparency;
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#endif
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#if @wobblyShores
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gl_FragData[0].rgb += specular * sunSpec.rgb + rainSpecular;
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#if @waterRefraction && @wobblyShores
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// wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping
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vec3 normalShoreRippleRain = texture2D(normalMap,normalCoords(UV, 2.0, 2.7, -1.0*waterTimer, 0.05, 0.1, normal3)).rgb - 0.5
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+ texture2D(normalMap,normalCoords(UV, 2.0, 2.7, waterTimer, 0.04, -0.13, normal4)).rgb - 0.5;
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float verticalWaterDepth = realWaterDepth * mix(abs(vVec.z), 1.0, 0.2); // an estimate
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float viewFactor = mix(abs(viewDir.z), 1.0, 0.2);
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float verticalWaterDepth = realWaterDepth * viewFactor; // an estimate
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float shoreOffset = verticalWaterDepth - (normal2.r + mix(0.0, normalShoreRippleRain.r, rainIntensity) + 0.15)*8.0;
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float fuzzFactor = min(1.0, 1000.0/surfaceDepth) * mix(abs(vVec.z), 1.0, 0.2);
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float fuzzFactor = min(1.0, 1000.0 / surfaceDepth) * viewFactor;
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shoreOffset *= fuzzFactor;
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shoreOffset = clamp(mix(shoreOffset, 1.0, clamp(linearDepth / WOBBLY_SHORE_FADE_DISTANCE, 0.0, 1.0)), 0.0, 1.0);
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gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset);
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gl_FragData[0].rgb = mix(rawRefraction, gl_FragData[0].rgb, shoreOffset);
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#endif
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#if @radialFog
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float radialDepth = distance(position.xyz, cameraPos);
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#else
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gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.rgb * sunSpec.a + rainSpecular;
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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);
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float radialDepth = 0.0;
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#endif
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gl_FragData[0] = applyFogAtDist(gl_FragData[0], radialDepth, linearDepth, far);
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@ -21,7 +21,7 @@ void main(void)
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position = gl_Vertex;
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worldPos = position.xyz + nodePosition.xyz;
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rippleMapUV = (worldPos.xy - playerPos.xy + (@ripple_map_size * @ripple_map_world_scale / 2.0)) / @ripple_map_size / @ripple_map_world_scale;
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rippleMapUV = (worldPos.xy - playerPos.xy + (@rippleMapSize * @rippleMapWorldScale / 2.0)) / @rippleMapSize / @rippleMapWorldScale;
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vec4 viewPos = modelToView(gl_Vertex);
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linearDepth = getLinearDepth(gl_Position.z, viewPos.z);
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@ -9,7 +9,7 @@ vec4 sampleReflectionMap(vec2 uv)
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return texture2D(reflectionMap, uv);
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}
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#if @refraction_enabled
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#if @waterRefraction
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uniform sampler2D refractionMap;
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uniform sampler2D refractionDepthMap;
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@ -6,7 +6,7 @@
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vec4 sampleReflectionMap(vec2 uv);
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#if @refraction_enabled
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#if @waterRefraction
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vec4 sampleRefractionMap(vec2 uv);
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float sampleRefractionDepthMap(vec2 uv);
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#endif
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@ -12,7 +12,7 @@ vec4 sampleReflectionMap(vec2 uv)
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return texture(reflectionMap, vec3((uv), gl_ViewID_OVR));
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}
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#if @refraction_enabled
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#if @waterRefraction
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uniform sampler2DArray refractionMap;
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uniform sampler2DArray refractionDepthMap;
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@ -1,8 +1,6 @@
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#ifndef LIB_WATER_RIPPLES
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#define LIB_WATER_RIPPLES
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#define RAIN_RIPPLE_DETAIL @rain_ripple_detail
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const float RAIN_RIPPLE_GAPS = 10.0;
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const float RAIN_RIPPLE_RADIUS = 0.2;
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@ -51,7 +49,7 @@ vec4 circle(vec2 coords, vec2 corner, float adjusted_time)
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float d = length(toCenter);
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float ringfollower = (phase-d/r)/RAIN_RING_TIME_OFFSET-1.0; // -1.0 ~ +1.0 cover the breadth of the ripple's ring
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#if RAIN_RIPPLE_DETAIL > 0
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#if @rainRippleDetail > 0
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// normal mapped ripples
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if(ringfollower < -1.0 || ringfollower > 1.0)
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return vec4(0.0);
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@ -88,7 +86,7 @@ vec4 rain(vec2 uv, float time)
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vec2 f_part = fract(uv);
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vec2 i_part = floor(uv);
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float adjusted_time = time * 1.2 + randPhase(i_part);
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#if RAIN_RIPPLE_DETAIL > 0
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#if @rainRippleDetail > 0
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vec4 a = circle(f_part, i_part, adjusted_time);
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vec4 b = circle(f_part, i_part, adjusted_time - RAIN_RING_TIME_OFFSET);
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vec4 c = circle(f_part, i_part, adjusted_time - RAIN_RING_TIME_OFFSET*2.0);
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@ -115,11 +113,11 @@ vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and fake
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return
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rain(uv, time)
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+ rain(complex_mult(uv, vec2(0.4, 0.7)) + vec2(1.2, 3.0),time)
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#if RAIN_RIPPLE_DETAIL == 2
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#if @rainRippleDetail == 2
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+ rain(uv * 0.75 + vec2( 3.7,18.9),time)
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+ rain(uv * 0.9 + vec2( 5.7,30.1),time)
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+ rain(uv * 1.0 + vec2(10.5 ,5.7),time)
|
||||
#endif
|
||||
#endif
|
||||
;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue