temp commit

pull/21/head
scrawl 13 years ago
parent 739455e6f8
commit 9d7470e14c

2
extern/shiny vendored

@ -1 +1 @@
Subproject commit bf003238a27d94be43724e6774d25c38b4d578c8 Subproject commit 4853ea7351edced75a48662da5f3e857961e0b47

@ -42,7 +42,7 @@
#if HAS_VERTEXCOLOR #if HAS_VERTEXCOLOR
shColourInput(float4) shColourInput(float4)
shOutput(float4, colorPassthrough) shOutput(float4, colourPassthrough)
#endif #endif
#if SHADOWS #if SHADOWS
@ -75,7 +75,7 @@
#endif #endif
#if HAS_VERTEXCOLOR #if HAS_VERTEXCOLOR
colorPassthrough = colour; colourPassthrough = colour;
#endif #endif
#if SHADOWS #if SHADOWS
@ -128,12 +128,12 @@
#endif #endif
#if FOG #if FOG
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour) shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params) shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
#endif #endif
#ifdef HAS_VERTEXCOLOR #ifdef HAS_VERTEXCOLOR
shInput(float4, colorPassthrough) shInput(float4, colourPassthrough)
#endif #endif
#if SHADOWS #if SHADOWS
@ -201,11 +201,13 @@
float3 caustics = float3(1,1,1); float3 caustics = float3(1,1,1);
#if UNDERWATER #if UNDERWATER
float4 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough,1)); float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough,1)).xyz;
float3 waterEyePos = float3(1,1,1);
if (worldPos.y < waterLevel) if (worldPos.y < waterLevel)
{ {
float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0)); float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
caustics = getCaustics(causticMap, worldPos.xyz, cameraPos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed); waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
} }
#endif #endif
@ -235,7 +237,7 @@
@shEndForeach @shEndForeach
#if HAS_VERTEXCOLOR #if HAS_VERTEXCOLOR
ambient *= colorPassthrough.xyz; ambient *= colourPassthrough.xyz;
#endif #endif
shOutputColour(0).xyz *= (ambient + diffuse + materialEmissive.xyz); shOutputColour(0).xyz *= (ambient + diffuse + materialEmissive.xyz);
@ -243,16 +245,40 @@
#if HAS_VERTEXCOLOR && !LIGHTING #if HAS_VERTEXCOLOR && !LIGHTING
shOutputColour(0).xyz *= colorPassthrough.xyz; shOutputColour(0).xyz *= colourPassthrough.xyz;
#endif #endif
#if FOG #if FOG
float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w); float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
#if UNDERWATER
// regular fog only if fragment is above water
if (worldPos.y > waterLevel)
#endif
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
#endif #endif
// prevent negative color output (for example with negative lights) // prevent negative colour output (for example with negative lights)
shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0)); shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0));
#if UNDERWATER
float fogAmount = (worldPos.y > waterLevel)
? shSaturate(length(waterEyePos-worldPos) / VISIBILITY)
: shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY);
float3 eyeVec = normalize(cameraPos.xyz-worldPos);
float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz));
waterSunGradient = clamp(pow(waterSunGradient*0.7+0.3,2.0),0.0,1.0);
float waterGradient = dot(eyeVec, vec3(0.0,-1.0,0.0));
waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0);
float3 waterSunColour = vec3(0.0,1.0,0.85)*waterSunGradient;
waterSunColour = (cameraPos.z < waterLevel) ? waterSunColour*0.5:waterSunColour*0.25;//below or above water?
float3 waterColour = (float3(0.0078, 0.5176, 0.700)+waterSunColour)*waterGradient*2.0;
shOutputColour(0).xyz = waterColour;
#endif
#if MRT #if MRT
shOutputColour(1) = float4(depthPassthrough / far,1,1,1); shOutputColour(1) = float4(depthPassthrough / far,1,1,1);

@ -147,7 +147,7 @@
@shEndForeach @shEndForeach
#if FOG #if FOG
shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour) shUniform(float3, fogColour) @shAutoConstant(fogColour, fog_colour)
shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params) shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
#endif #endif
@ -221,11 +221,13 @@
float3 caustics = float3(1,1,1); float3 caustics = float3(1,1,1);
#if UNDERWATER #if UNDERWATER
float4 worldPos = shMatrixMult(worldMatrix, float4(objSpacePosition,1)); float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePosition,1)).xyz;
float3 waterEyePos = float3(1,1,1);
if (worldPos.y < waterLevel) if (worldPos.y < waterLevel)
{ {
float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0)); float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
caustics = getCaustics(causticMap, worldPos.xyz, cameraPos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed); waterEyePos = intercept(worldPos, eyePosWS - worldPos, float3(0,1,0), waterLevel);
caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
} }
#endif #endif
@ -329,7 +331,7 @@
#if FOG #if FOG
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w); float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue); shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue);
#endif #endif

@ -0,0 +1,116 @@
#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 0.01 // overall wave scale
#define ABBERATION 0.001 // chromatic abberation amount
float3 intercept(float3 lineP,
float3 lineN,
float3 planeN,
float planeD)
{
float distance = (planeD - dot(planeN, lineP)) / dot(lineN, planeN);
return lineP + lineN * distance;
}
float3 perturb1(shTexture2D tex, float2 coords, float bend, float2 windDir, float windSpeed, float timer)
{
float2 nCoord = float2(0.0);
bend *= WAVE_CHOPPYNESS;
nCoord = coords * (WAVE_SCALE * 0.05) + windDir * timer * (windSpeed*0.04);
float3 normal0 = 2.0 * shSample(tex, nCoord + float2(-timer*0.015,-timer*0.05)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE * 0.1) + windDir * timer * (windSpeed*0.08)-normal0.xy*bend;
float3 normal1 = 2.0 * shSample(tex, nCoord + float2(+timer*0.020,+timer*0.015)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE * 0.25) + windDir * timer * (windSpeed*0.07)-normal1.xy*bend;
float3 normal2 = 2.0 * shSample(tex, nCoord + float2(-timer*0.04,-timer*0.03)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE * 0.5) + windDir * timer * (windSpeed*0.09)-normal2.xy*bend;
float3 normal3 = 2.0 * shSample(tex, nCoord + float2(+timer*0.03,+timer*0.04)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE* 1.0) + windDir * timer * (windSpeed*0.4)-normal3.xy*bend;
float3 normal4 = 2.0 * shSample(tex, nCoord + float2(-timer*0.2,+timer*0.1)).rgb - 1.0;
nCoord = coords * (WAVE_SCALE * 2.0) + windDir * timer * (windSpeed*0.7)-normal4.xy*bend;
float3 normal5 = 2.0 * shSample(tex, nCoord + float2(+timer*0.1,-timer*0.06)).rgb - 1.0;
float3 normal = normalize(normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y);
return normal;
}
float3 perturb(shTexture2D tex, float2 coords, float bend, float2 windDir, float windSpeed, float timer)
{
bend *= WAVE_CHOPPYNESS;
float3 col = float3(0.0);
float2 nCoord = float2(0.0); //normal coords
nCoord = coords * (WAVE_SCALE * 0.025) + windDir * timer * (windSpeed*0.03);
col += shSample(tex,nCoord + float2(-timer*0.005,-timer*0.01)).rgb*0.20;
nCoord = coords * (WAVE_SCALE * 0.1) + windDir * timer * (windSpeed*0.05)-(col.xy/col.zz)*bend;
col += shSample(tex,nCoord + float2(+timer*0.01,+timer*0.005)).rgb*0.20;
nCoord = coords * (WAVE_SCALE * 0.2) + windDir * timer * (windSpeed*0.1)-(col.xy/col.zz)*bend;
col += shSample(tex,nCoord + float2(-timer*0.02,-timer*0.03)).rgb*0.20;
nCoord = coords * (WAVE_SCALE * 0.5) + windDir * timer * (windSpeed*0.2)-(col.xy/col.zz)*bend;
col += shSample(tex,nCoord + float2(+timer*0.03,+timer*0.02)).rgb*0.15;
nCoord = coords * (WAVE_SCALE* 0.8) + windDir * timer * (windSpeed*1.0)-(col.xy/col.zz)*bend;
col += shSample(tex, nCoord + float2(-timer*0.06,+timer*0.08)).rgb*0.15;
nCoord = coords * (WAVE_SCALE * 1.0) + windDir * timer * (windSpeed*1.3)-(col.xy/col.zz)*bend;
col += shSample(tex,nCoord + float2(+timer*0.08,-timer*0.06)).rgb*0.10;
return col;
}
float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos, float3 worldNormal, float3 lightDirectionWS0, float waterLevel, float waterTimer, float3 windDir_windSpeed)
{
float waterDepth = shSaturate((waterEyePos.y - worldPos.y) / 50.0);
float3 causticPos = intercept(worldPos.xyz, lightDirectionWS0.xyz, float3(0,1,0), waterLevel);
///\ todo clean this up
float causticdepth = length(causticPos-worldPos.xyz);
causticdepth = 1.0-shSaturate(causticdepth / VISIBILITY);
causticdepth = shSaturate(causticdepth);
// NOTE: the original shader calculated a tangent space basis here,
// but using only the world normal is cheaper and i couldn't see a visual difference
// also, if this effect gets moved to screen-space some day, it's unlikely to have tangent information
float3 causticNorm = worldNormal.xyz * perturb(causticMap, causticPos.xz, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).xzy * 2 - 1;
//float fresnel = pow(clamp(dot(LV,causticnorm),0.0,1.0),2.0);
float NdotL = max(dot(worldNormal.xyz, lightDirectionWS0.xyz),0.0);
float causticR = 1.0-perturb(causticMap, causticPos.xz, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
/// \todo sunFade
// float3 caustics = clamp(pow(float3(causticR)*5.5,float3(5.5*causticdepth)),0.0,1.0)*NdotL*sunFade*causticdepth;
float3 caustics = clamp(pow(float3(causticR)*5.5,float3(5.5*causticdepth)),0.0,1.0)*NdotL*causticdepth;
float causticG = 1.0-perturb(causticMap,causticPos.xz+(1.0-causticdepth)*ABBERATION, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
float causticB = 1.0-perturb(causticMap,causticPos.xz+(1.0-causticdepth)*ABBERATION*2.0, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z;
//caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth)))*NdotL*sunFade*causticdepth;
caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth)))*NdotL*causticdepth;
caustics *= 3;
// shore transition
caustics = shLerp (float3(1,1,1), caustics, waterDepth);
return caustics;
}
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