165 lines
4.2 KiB
GLSL
165 lines
4.2 KiB
GLSL
/**
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* @file waterF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#extension GL_ARB_texture_rectangle : enable
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vec3 scaleSoftClip(vec3 inColor);
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vec3 atmosTransport(vec3 inColor);
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uniform sampler2D bumpMap;
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uniform sampler2D screenTex;
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uniform sampler2D refTex;
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uniform sampler2DShadow shadowMap0;
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uniform sampler2DShadow shadowMap1;
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uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2D noiseMap;
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uniform mat4 shadow_matrix[4];
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uniform vec4 shadow_clip;
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uniform float sunAngle;
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uniform float sunAngle2;
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uniform vec3 lightDir;
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uniform vec3 specular;
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uniform float lightExp;
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uniform float refScale;
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uniform float kd;
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uniform vec2 screenRes;
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uniform vec3 normScale;
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uniform float fresnelScale;
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uniform float fresnelOffset;
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uniform float blurMultiplier;
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uniform mat4 norm_mat; //region space to screen space
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//bigWave is (refCoord.w, view.w);
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varying vec4 refCoord;
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varying vec4 littleWave;
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varying vec4 view;
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varying vec4 vary_position;
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void main()
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{
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vec4 color;
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float dist = length(view.xy);
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//normalize view vector
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vec3 viewVec = normalize(view.xyz);
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//get wave normals
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vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
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vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
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//get base fresnel components
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vec3 df = vec3(
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dot(viewVec, wave1),
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dot(viewVec, (wave2 + wave3) * 0.5),
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dot(viewVec, wave3)
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) * fresnelScale + fresnelOffset;
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df *= df;
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vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
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float dist2 = dist;
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dist = max(dist, 5.0);
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float dmod = sqrt(dist);
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vec2 dmod_scale = vec2(dmod*dmod, dmod);
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//get reflected color
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vec2 refdistort1 = wave1.xy*normScale.x;
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vec2 refvec1 = distort+refdistort1/dmod_scale;
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vec4 refcol1 = texture2D(refTex, refvec1);
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vec2 refdistort2 = wave2.xy*normScale.y;
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vec2 refvec2 = distort+refdistort2/dmod_scale;
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vec4 refcol2 = texture2D(refTex, refvec2);
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vec2 refdistort3 = wave3.xy*normScale.z;
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vec2 refvec3 = distort+refdistort3/dmod_scale;
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vec4 refcol3 = texture2D(refTex, refvec3);
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vec4 refcol = refcol1 + refcol2 + refcol3;
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float df1 = df.x + df.y + df.z;
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refcol *= df1 * 0.333;
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vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
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// wavef.z *= max(-viewVec.z, 0.1);
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wavef = normalize(wavef);
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float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
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vec2 refdistort4 = wavef.xy*0.125;
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refdistort4.y -= abs(refdistort4.y);
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vec2 refvec4 = distort+refdistort4/dmod;
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float dweight = min(dist2*blurMultiplier, 1.0);
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vec4 baseCol = texture2D(refTex, refvec4);
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refcol = mix(baseCol*df2, refcol, dweight);
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//get specular component
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// float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
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//harden specular
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// spec = pow(spec, 128.0);
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//figure out distortion vector (ripply)
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vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
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vec4 fb = texture2D(screenTex, distort2);
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//mix with reflection
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// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
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color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
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float shadow = 1.0;
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vec4 pos = vary_position;
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//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
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// if (pos.z > -shadow_clip.w)
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// {
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vec4 spos = pos;
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/* if (pos.z < -shadow_clip.z)
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{
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vec4 lpos = (shadow_matrix[3]*spos);
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shadow = shadow2DProj(shadowMap3, lpos).x;
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}
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else if (pos.z < -shadow_clip.y)
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{
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vec4 lpos = (shadow_matrix[2]*spos);
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shadow = shadow2DProj(shadowMap2, lpos).x;
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}
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else if (pos.z < -shadow_clip.x)
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{
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vec4 lpos = (shadow_matrix[1]*spos);
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shadow = shadow2DProj(shadowMap1, lpos).x;
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}
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else
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{
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vec4 lpos = (shadow_matrix[0]*spos);
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shadow = shadow2DProj(shadowMap0, lpos).x;
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}
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}*/
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// spec *= shadow;
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// color.rgb += spec * specular;
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// color.rgb = atmosTransport(color.rgb);
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// color.rgb = scaleSoftClip(color.rgb);
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// color.a = spec * sunAngle2;
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// gl_FragColor = color;
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vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
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gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse
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gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
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gl_FragData[2] = vec4(screenspacewavef, 0.0); // normalxyz, displace
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}
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