#version 120 #if @useUBO #extension GL_ARB_uniform_buffer_object : require #endif #if @useGPUShader4 #extension GL_EXT_gpu_shader4: require #endif #include "lib/core/fragment.h.glsl" // Inspired by Blender GLSL Water by martinsh ( https://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html ) // tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- const float VISIBILITY = 2500.0; const float VISIBILITY_DEPTH = VISIBILITY * 1.5; const float DEPTH_FADE = 0.15; 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 const float BUMP = 0.5; // overall water surface bumpiness const float BUMP_RAIN = 2.5; const float REFL_BUMP = 0.10; // reflection distortion amount const float REFR_BUMP = 0.07; // refraction distortion amount #if @sunlightScattering const float SCATTER_AMOUNT = 0.3; // amount of sunlight scattering const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); // sunlight extinction #endif const float SUN_SPEC_FADING_THRESHOLD = 0.15; // visibility at which sun specularity starts to fade const float SPEC_HARDNESS = 256.0; // specular highlights hardness const float BUMP_SUPPRESS_DEPTH = 300.0; // at what water depth bumpmap will be suppressed for reflections and refractions (prevents artifacts at shores) const float REFR_FOG_DISTORT_DISTANCE = 3000.0; // at what distance refraction fog will be calculated using real water depth instead of distorted depth (prevents splotchy shores) const vec2 WIND_DIR = vec2(0.5f, -0.8f); const float WIND_SPEED = 0.2f; const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745); #if @wobblyShores const float WOBBLY_SHORE_FADE_DISTANCE = 6200.0; // fade out wobbly shores to mask precision errors, the effect is almost impossible to see at a distance #endif // -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- - vec2 normalCoords(vec2 uv, float scale, float speed, float time, float timer1, float timer2, vec3 previousNormal) { return uv * (WAVE_SCALE * scale) + WIND_DIR * time * (WIND_SPEED * speed) -(previousNormal.xy/previousNormal.zz) * WAVE_CHOPPYNESS + vec2(time * timer1,time * timer2); } uniform sampler2D rippleMap; uniform vec3 playerPos; varying vec3 worldPos; varying vec2 rippleMapUV; varying vec4 position; varying float linearDepth; uniform sampler2D normalMap; uniform float osg_SimulationTime; uniform float near; uniform float far; uniform float rainIntensity; uniform bool enableRainRipples; uniform vec2 screenRes; #define PER_PIXEL_LIGHTING 0 #include "shadows_fragment.glsl" #include "lib/light/lighting.glsl" #include "fog.glsl" #include "lib/water/fresnel.glsl" #include "lib/water/rain_ripples.glsl" #include "lib/view/depth.glsl" void main(void) { vec2 UV = worldPos.xy / (8192.0*5.0) * 3.0; float shadow = unshadowedLightRatio(linearDepth); vec2 screenCoords = gl_FragCoord.xy / screenRes; #define waterTimer osg_SimulationTime vec3 normal0 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.05, 0.04, waterTimer, -0.015, -0.005, vec3(0.0,0.0,0.0))).rgb - 1.0; vec3 normal1 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.1, 0.08, waterTimer, 0.02, 0.015, normal0)).rgb - 1.0; vec3 normal2 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.25, 0.07, waterTimer, -0.04, -0.03, normal1)).rgb - 1.0; vec3 normal3 = 2.0 * texture2D(normalMap,normalCoords(UV, 0.5, 0.09, waterTimer, 0.03, 0.04, normal2)).rgb - 1.0; vec3 normal4 = 2.0 * texture2D(normalMap,normalCoords(UV, 1.0, 0.4, waterTimer, -0.02, 0.1, normal3)).rgb - 1.0; vec3 normal5 = 2.0 * texture2D(normalMap,normalCoords(UV, 2.0, 0.7, waterTimer, 0.1, -0.06, normal4)).rgb - 1.0; vec4 rainRipple; if (rainIntensity > 0.01 && enableRainRipples) rainRipple = rainCombined(position.xy/1000.0, waterTimer) * clamp(rainIntensity, 0.0, 1.0); else rainRipple = vec4(0.0); vec3 rippleAdd = rainRipple.xyz * 10.0; float distToCenter = length(rippleMapUV - vec2(0.5)); float blendClose = smoothstep(0.001, 0.02, distToCenter); float blendFar = 1.0 - smoothstep(0.3, 0.4, distToCenter); float distortionLevel = 2.0; rippleAdd += distortionLevel * vec3(texture2D(rippleMap, rippleMapUV).ba * blendFar * blendClose, 0.0); 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 + normal3 * midWaves.y + normal4 * smallWaves.x + normal5 * smallWaves.y + rippleAdd); normal = normalize(vec3(-normal.x * bump, -normal.y * bump, normal.z)); vec3 sunWorldDir = normalize((gl_ModelViewMatrixInverse * vec4(lcalcPosition(0).xyz, 0.0)).xyz); vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz; vec3 viewDir = normalize(position.xyz - cameraPos.xyz); float sunFade = length(gl_LightModel.ambient.xyz); // fresnel float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); // air to water; water to air float fresnel = clamp(fresnel_dielectric(viewDir, normal, ior), 0.0, 1.0); vec2 screenCoordsOffset = normal.xy * REFL_BUMP; #if @waterRefraction 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, 0.0, 1.0); #endif // reflection vec3 reflection = sampleReflectionMap(screenCoords + screenCoordsOffset).rgb; 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(viewDir, normal), sunWorldDir), 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 @waterRefraction // 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); depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far); waterDepthDistorted = max(depthSampleDistorted - surfaceDepth, 0.0); // fade to realWaterDepth at a distance to compensate for physically inaccurate depth calculation waterDepthDistorted = mix(waterDepthDistorted, realWaterDepth, min(surfaceDepth / REFR_FOG_DISTORT_DISTANCE, 1.0)); // refraction vec3 refraction = sampleRefractionMap(screenCoords - screenCoordsOffset).rgb; vec3 rawRefraction = refraction; // brighten up the refraction underwater if (cameraPos.z < 0.0) refraction = clamp(refraction * 1.5, 0.0, 1.0); else { float depthCorrection = sqrt(1.0 + 4.0 * DEPTH_FADE * DEPTH_FADE); float factor = DEPTH_FADE * DEPTH_FADE / (-0.5 * depthCorrection + 0.5 - waterDepthDistorted / VISIBILITY) + 0.5 * depthCorrection + 0.5; refraction = mix(refraction, waterColor, clamp(factor, 0.0, 1.0)); } #if @sunlightScattering vec3 scatterNormal = (normal0 * bigWaves.x * 0.5 + normal1 * bigWaves.y * 0.5 + normal2 * midWaves.x * 0.2 + normal3 * midWaves.y * 0.2 + normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 + rippleAdd); scatterNormal = normalize(vec3(-scatterNormal.xy * bump, scatterNormal.z)); float sunHeight = sunWorldDir.z; 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(sunWorldDir, scatterNormal) * 0.7 + 0.3, 0.0); float scatterReflectAngle = max(dot(reflect(sunWorldDir, scatterNormal), viewDir) * 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].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 gl_FragData[0].rgb += specular * sunSpec.rgb + rainSpecular; #if @waterRefraction && @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 viewFactor = mix(abs(viewDir.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) * 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].rgb = mix(rawRefraction, gl_FragData[0].rgb, shoreOffset); #endif #if @radialFog float radialDepth = distance(position.xyz, cameraPos); #else float radialDepth = 0.0; #endif gl_FragData[0] = applyFogAtDist(gl_FragData[0], radialDepth, linearDepth, far); #if !@disableNormals gl_FragData[1].rgb = normalize(gl_NormalMatrix * normal) * 0.5 + 0.5; #endif applyShadowDebugOverlay(); }