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			370 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			370 lines
		
	
	
	
		
			14 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #include "core.h"
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| 
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| 
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| #define SIMPLE_WATER @shGlobalSettingBool(simple_water)
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| 
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| #if SIMPLE_WATER
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|     // --------------------------------------- SIMPLE WATER ---------------------------------------------------   
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| 
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| #define FOG @shGlobalSettingBool(fog)
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| 
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| #ifdef SH_VERTEX_SHADER
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| 
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|     SH_BEGIN_PROGRAM
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|         shUniform(float4x4, wvp) @shAutoConstant(wvp, worldviewproj_matrix)
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|         shVertexInput(float2, uv0)
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|         shOutput(float2, UV)
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| 
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| #if FOG
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|         shOutput(float, depth)
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| #endif
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|     SH_START_PROGRAM
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|     {
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| 	    shOutputPosition = shMatrixMult(wvp, shInputPosition);
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| 	    UV = uv0;
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| #if FOG
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| 	    depth = shOutputPosition.z;
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| #endif
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|     }
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| 
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| #else
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| 
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|     SH_BEGIN_PROGRAM
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| 		shSampler2D(animatedTexture)
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| 		shInput(float2, UV)
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| 		shInput(float, depth)
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| 
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| 		shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
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|         shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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| 
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| 
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|     SH_START_PROGRAM
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|     {
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|         shOutputColour(0).xyz = shSample(animatedTexture, UV * float2(15.0, 15.0)).xyz * float3(1.0, 1.0, 1.0);
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|         shOutputColour(0).w = 0.7;
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|         
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| #if FOG
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|         float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
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|         shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
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| #endif
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|     }
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| 
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| #endif
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| 
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| #else
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| 
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| 
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| 
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| // Inspired by Blender GLSL Water by martinsh ( http://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html )
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| 
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| #define SHADOWS_PSSM @shGlobalSettingBool(shadows_pssm)
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| #define SHADOWS @shGlobalSettingBool(shadows)
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| 
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| #if SHADOWS || SHADOWS_PSSM
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|     #include "shadows.h"
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| #endif
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| 
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| #define RIPPLES 1
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| #define REFRACTION @shGlobalSettingBool(refraction)
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| 
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| #ifdef SH_VERTEX_SHADER
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| 
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|     SH_BEGIN_PROGRAM
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|         shUniform(float4x4, wvp)                @shAutoConstant(wvp, worldviewproj_matrix)
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|         shVertexInput(float2, uv0)
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|         shOutput(float2, UV)
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|         
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|         shOutput(float3, screenCoordsPassthrough)
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|         shOutput(float4, position)
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|         shOutput(float, depthPassthrough)
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| 
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| 
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| #if SHADOWS
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|         shOutput(float4, lightSpacePos0)
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|         shUniform(float4x4, texViewProjMatrix0) @shAutoConstant(texViewProjMatrix0, texture_viewproj_matrix)
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| #endif
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| 
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| #if SHADOWS_PSSM
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|     @shForeach(3)
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|         shOutput(float4, lightSpacePos@shIterator)
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|         shUniform(float4x4, texViewProjMatrix@shIterator) @shAutoConstant(texViewProjMatrix@shIterator, texture_viewproj_matrix, @shIterator)
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|     @shEndForeach
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| #endif
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| 
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| #if SHADOWS || SHADOWS_PSSM
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|     shUniform(float4x4, worldMatrix) @shAutoConstant(worldMatrix, world_matrix)
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| #endif
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| 
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|     SH_START_PROGRAM
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|     {
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| 	    shOutputPosition = shMatrixMult(wvp, shInputPosition);
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| 	    UV = uv0;
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| 	   
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| 	   
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| 	    #if !SH_GLSL
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|         float4x4 scalemat = float4x4(   0.5,    0.0,      0.0,      0.5,
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|                                         0.0,      -0.5,   0.0,      0.5,
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|                                         0.0,      0.0,      0.5,    0.5,
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|                                         0.0,      0.0,      0.0,      1.0   );
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|         #else                            
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|         mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0, 
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|                          0.0, -0.5, 0.0, 0.0,
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|                          0.0, 0.0, 0.5, 0.0,
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|                          0.5, 0.5, 0.5, 1.0);
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|         #endif
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|                                         
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|         float4 texcoordProj = shMatrixMult(scalemat, shOutputPosition);
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|         screenCoordsPassthrough = float3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
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|         
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|         position = shInputPosition;
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|         
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|         depthPassthrough = shOutputPosition.z;
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| 
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| 
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| #if SHADOWS
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|         lightSpacePos0 = shMatrixMult(texViewProjMatrix0, shMatrixMult(worldMatrix, shInputPosition));
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| #endif
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| #if SHADOWS_PSSM
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|         float4 wPos = shMatrixMult(worldMatrix, shInputPosition);
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|     @shForeach(3)
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|         lightSpacePos@shIterator = shMatrixMult(texViewProjMatrix@shIterator, wPos);
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|     @shEndForeach
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| #endif
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|     }
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| 
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| #else
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| 
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|     // tweakables ----------------------------------------------------
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| 
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|         #define VISIBILITY 1500.0                   // how far you can look through water
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| 
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|         #define BIG_WAVES_X 0.3                     // strength of big waves
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|         #define BIG_WAVES_Y 0.3   
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|                           
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|         #define MID_WAVES_X 0.3                     // strength of middle sized waves
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|         #define MID_WAVES_Y 0.15        
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|         
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|         #define SMALL_WAVES_X 0.15                  // strength of small waves
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|         #define SMALL_WAVES_Y 0.1      
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|         
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|         #define WAVE_CHOPPYNESS 0.15                // wave choppyness
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|         #define WAVE_SCALE 75.0                      // overall wave scale
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| 
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|         #define BUMP 1.5                            // overall water surface bumpiness
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|         #define REFL_BUMP 0.08                      // reflection distortion amount
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|         #define REFR_BUMP 0.06                      // refraction distortion amount
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| 
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|         #define SCATTER_AMOUNT 0.3                  // amount of sunlight scattering
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|         #define SCATTER_COLOUR float3(0.0,1.0,0.95) // colour of sunlight scattering
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|         
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|         #define SUN_EXT float3(0.45, 0.55, 0.68)   //sunlight extinction
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|         
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|         #define SPEC_HARDNESS 256.0                   // specular highlights hardness
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|         
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| 
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|     // ---------------------------------------------------------------
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| 
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| 
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| 
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|     float fresnel_dielectric(float3 Incoming, float3 Normal, float eta)
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|     {
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|         /* compute fresnel reflectance without explicitly computing
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|            the refracted direction */
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|         float c = abs(dot(Incoming, Normal));
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|         float g = eta * eta - 1.0 + c * c;
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|         float result;
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| 
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|         if(g > 0.0) {
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|             g = sqrt(g);
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|             float A =(g - c)/(g + c);
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|             float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
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|             result = 0.5 * A * A *(1.0 + B * B);
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|         }
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|         else
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|             result = 1.0;  /* TIR (no refracted component) */
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| 
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|         return result;
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|     }
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| 
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|     SH_BEGIN_PROGRAM
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| 		shInput(float2, UV)
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| 		shInput(float3, screenCoordsPassthrough)
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| 		shInput(float4, position)
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| 		shInput(float, depthPassthrough)
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| 
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|             #if RIPPLES
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|                 shUniform(float3, rippleCenter) @shSharedParameter(rippleCenter, rippleCenter)
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|                 shUniform(float, rippleAreaLength) @shSharedParameter(rippleAreaLength, rippleAreaLength)
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|             #endif
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| 		
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| 		shUniform(float, far) @shAutoConstant(far, far_clip_distance)
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| 	
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| 		shSampler2D(reflectionMap)
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| #if REFRACTION
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| 		shSampler2D(refractionMap)
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| #endif
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| 		shSampler2D(depthMap)
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| 		shSampler2D(normalMap)
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| 
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|             #if RIPPLES
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|                 shSampler2D(rippleNormalMap)
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|                 shUniform(float4x4, wMat) @shAutoConstant(wMat, world_matrix)
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|             #endif
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| 		
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| 		shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed)
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| 		#define WIND_SPEED windDir_windSpeed.z
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| 		#define WIND_DIR windDir_windSpeed.xy
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| 		
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| 		shUniform(float, waterTimer) @shSharedParameter(waterTimer)
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| 		shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight)
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| 		
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| 		shUniform(float4, sunPosition) @shAutoConstant(sunPosition, light_position, 0)
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| 		shUniform(float4, sunSpecular)  @shAutoConstant(sunSpecular, light_specular_colour, 0)
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| 		
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| 		shUniform(float, renderTargetFlipping) @shAutoConstant(renderTargetFlipping, render_target_flipping)
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| 		
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| 		
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| 		shUniform(float3, fogColor) @shAutoConstant(fogColor, fog_colour)
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|         shUniform(float4, fogParams) @shAutoConstant(fogParams, fog_params)
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|         
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|         shUniform(float4, cameraPos) @shAutoConstant(cameraPos, camera_position_object_space)
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| 
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| 
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| #if SHADOWS
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|         shInput(float4, lightSpacePos0)
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|         shSampler2D(shadowMap0)
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|         shUniform(float2, invShadowmapSize0)   @shAutoConstant(invShadowmapSize0, inverse_texture_size, 1)
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| #endif
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| #if SHADOWS_PSSM
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|     @shForeach(3)
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|         shInput(float4, lightSpacePos@shIterator)
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|         shSampler2D(shadowMap@shIterator)
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|         shUniform(float2, invShadowmapSize@shIterator)  @shAutoConstant(invShadowmapSize@shIterator, inverse_texture_size, @shIterator(1))
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|     @shEndForeach
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|     shUniform(float3, pssmSplitPoints)  @shSharedParameter(pssmSplitPoints)
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| #endif
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| 
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| #if SHADOWS || SHADOWS_PSSM
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|         shUniform(float4, shadowFar_fadeStart) @shSharedParameter(shadowFar_fadeStart)
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| #endif
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| 		
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| 
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|     SH_START_PROGRAM
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|     {
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| #if SHADOWS
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|             float shadow = depthShadowPCF (shadowMap0, lightSpacePos0, invShadowmapSize0);
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| #endif
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| #if SHADOWS_PSSM
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|             float shadow = pssmDepthShadow (lightSpacePos0, invShadowmapSize0, shadowMap0, lightSpacePos1, invShadowmapSize1, shadowMap1, lightSpacePos2, invShadowmapSize2, shadowMap2, depthPassthrough, pssmSplitPoints);
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| #endif
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| 
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| #if SHADOWS || SHADOWS_PSSM
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|             float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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|             float fade = 1.0-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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|             shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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| #endif
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| 
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| #if !SHADOWS && !SHADOWS_PSSM
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|             float shadow = 1.0;
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| #endif
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| 
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| 
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|         float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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|         screenCoords.y = (1.0-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
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| 
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| 	    float2 nCoord = float2(0.0,0.0);
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| 
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|       	nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
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| 	    float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
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| 	    nCoord = UV * (WAVE_SCALE * 0.1) + WIND_DIR * waterTimer * (WIND_SPEED*0.08)-(normal0.xy/normal0.zz)*WAVE_CHOPPYNESS;
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| 	    float3 normal1 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.020,+waterTimer*0.015)).rgb - 1.0;
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|      
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|      	nCoord = UV * (WAVE_SCALE * 0.25) + WIND_DIR * waterTimer * (WIND_SPEED*0.07)-(normal1.xy/normal1.zz)*WAVE_CHOPPYNESS;
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| 	    float3 normal2 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.04,-waterTimer*0.03)).rgb - 1.0;
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| 	    nCoord = UV * (WAVE_SCALE * 0.5) + WIND_DIR * waterTimer * (WIND_SPEED*0.09)-(normal2.xy/normal2.z)*WAVE_CHOPPYNESS;
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| 	    float3 normal3 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.03,+waterTimer*0.04)).rgb - 1.0;
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|       
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|       	nCoord = UV * (WAVE_SCALE* 1.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.4)-(normal3.xy/normal3.zz)*WAVE_CHOPPYNESS;
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| 	    float3 normal4 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.02,+waterTimer*0.1)).rgb - 1.0;  
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|         nCoord = UV * (WAVE_SCALE * 2.0) + WIND_DIR * waterTimer * (WIND_SPEED*0.7)-(normal4.xy/normal4.zz)*WAVE_CHOPPYNESS;
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|         float3 normal5 = 2.0 * shSample(normalMap, nCoord + float2(+waterTimer*0.1,-waterTimer*0.06)).rgb - 1.0;
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| 
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| 	
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| 	
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| 	    float3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
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|                                 normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y +
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|                                 normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y);
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| 
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|         float4 worldPosition = shMatrixMult(wMat, float4(position.xyz, 1));
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|         float2 relPos = (worldPosition.xy - rippleCenter.xy) / rippleAreaLength + 0.5;
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|         float3 normal_ripple = normalize(shSample(rippleNormalMap, relPos.xy).xyz * 2.0 - 1.0);
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| 
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|         //normal = normalize(normal + normal_ripple);
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|         normal = normalize(float3(normal.x * BUMP + normal_ripple.x, normal.y * BUMP + normal_ripple.y, normal.z));
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|         normal = float3(normal.x, normal.y, -normal.z);
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| 
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| 	    // normal for sunlight scattering			        
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| 		float3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 +
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|                             normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 +
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|                             normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1).xyz;
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|         lNormal = normalize(float3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z));
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|         lNormal = float3(lNormal.x, lNormal.y, -lNormal.z);
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| 
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|         
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|         float3 lVec = normalize(sunPosition.xyz);
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|         float3 vVec = normalize(position.xyz - cameraPos.xyz);
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|         
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|         
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|         float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;
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|         
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|         // sunlight scattering
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|         float3 pNormal = float3(0,0,1);
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|     	float3 lR = reflect(lVec, lNormal);
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|         float3 llR = reflect(lVec, pNormal);
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|         
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|         float s = shSaturate(dot(lR, vVec)*2.0-1.2);
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|         float lightScatter = shadow * shSaturate(dot(-lVec,lNormal)*0.7+0.3) * s * SCATTER_AMOUNT * waterSunFade_sunHeight.x * shSaturate(1.0-exp(-waterSunFade_sunHeight.y));
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|         float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
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| 
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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 = fresnel_dielectric(-vVec, normal, ior);
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|         
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|         fresnel = shSaturate(fresnel);
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|     
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|         // reflection
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|         float3 reflection = shSample(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
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| 		
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| 		// refraction
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|         float3 R = reflect(vVec, normal);
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| 
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| #if REFRACTION
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|         float3 refraction = shSample(refractionMap, (screenCoords-(normal.xy*REFR_BUMP))*1.0).rgb;
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| 
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|          // brighten up the refraction underwater
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|         refraction = (cameraPos.z < 0.0) ? shSaturate(refraction * 1.5) : refraction;
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| #endif
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| 
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| 		// specular
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|         float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
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| 
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| #if REFRACTION
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|         shOutputColour(0).xyz = shLerp(  shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz;
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| #else
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|         shOutputColour(0).xyz = shLerp(reflection, float3(0.090195, 0.115685, 0.12745), (1.0-fresnel)*0.5) + specular * sunSpecular.xyz;
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| #endif
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|         // fog
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|         float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w);
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|         shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
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| 
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| #if REFRACTION
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|                 shOutputColour(0).w = 1.0;
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| #else
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|         shOutputColour(0).w = shSaturate(fresnel*2.0 + specular);
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| #endif
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|     }
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| 
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| #endif
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| 
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| 
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| #endif
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