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openmw/files/shaders/compatibility/water.frag

246 lines
11 KiB
GLSL

#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();
}