118 lines
2.9 KiB
GLSL
118 lines
2.9 KiB
GLSL
/**
|
|
* @file waterF.glsl
|
|
*
|
|
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
|
|
* $License$
|
|
*/
|
|
|
|
vec3 scaleSoftClip(vec3 inColor);
|
|
vec3 atmosTransport(vec3 inColor);
|
|
|
|
uniform sampler2D bumpMap;
|
|
uniform sampler2D screenTex;
|
|
uniform sampler2D refTex;
|
|
|
|
uniform float sunAngle;
|
|
uniform float sunAngle2;
|
|
uniform vec3 lightDir;
|
|
uniform vec3 specular;
|
|
uniform float lightExp;
|
|
uniform float refScale;
|
|
uniform float kd;
|
|
uniform vec2 screenRes;
|
|
uniform vec3 normScale;
|
|
uniform float fresnelScale;
|
|
uniform float fresnelOffset;
|
|
uniform float blurMultiplier;
|
|
|
|
|
|
//bigWave is (refCoord.w, view.w);
|
|
varying vec4 refCoord;
|
|
varying vec4 littleWave;
|
|
varying vec4 view;
|
|
|
|
void main()
|
|
{
|
|
vec4 color;
|
|
|
|
float dist = length(view.xy);
|
|
|
|
//normalize view vector
|
|
vec3 viewVec = normalize(view.xyz);
|
|
|
|
//get wave normals
|
|
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
|
|
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
|
|
vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
|
|
//get base fresnel components
|
|
|
|
vec3 df = vec3(
|
|
dot(viewVec, wave1),
|
|
dot(viewVec, (wave2 + wave3) * 0.5),
|
|
dot(viewVec, wave3)
|
|
) * fresnelScale + fresnelOffset;
|
|
df *= df;
|
|
|
|
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
|
|
|
|
float dist2 = dist;
|
|
dist = max(dist, 5.0);
|
|
|
|
float dmod = sqrt(dist);
|
|
|
|
vec2 dmod_scale = vec2(dmod*dmod, dmod);
|
|
|
|
//get reflected color
|
|
vec2 refdistort1 = wave1.xy*normScale.x;
|
|
vec2 refvec1 = distort+refdistort1/dmod_scale;
|
|
vec4 refcol1 = texture2D(refTex, refvec1);
|
|
|
|
vec2 refdistort2 = wave2.xy*normScale.y;
|
|
vec2 refvec2 = distort+refdistort2/dmod_scale;
|
|
vec4 refcol2 = texture2D(refTex, refvec2);
|
|
|
|
vec2 refdistort3 = wave3.xy*normScale.z;
|
|
vec2 refvec3 = distort+refdistort3/dmod_scale;
|
|
vec4 refcol3 = texture2D(refTex, refvec3);
|
|
|
|
vec4 refcol = refcol1 + refcol2 + refcol3;
|
|
float df1 = df.x + df.y + df.z;
|
|
refcol *= df1 * 0.333;
|
|
|
|
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
|
|
|
|
wavef.z *= max(-viewVec.z, 0.1);
|
|
wavef = normalize(wavef);
|
|
|
|
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
|
|
|
|
vec2 refdistort4 = wavef.xy*0.125;
|
|
refdistort4.y -= abs(refdistort4.y);
|
|
vec2 refvec4 = distort+refdistort4/dmod;
|
|
float dweight = min(dist2*blurMultiplier, 1.0);
|
|
vec4 baseCol = texture2D(refTex, refvec4);
|
|
refcol = mix(baseCol*df2, refcol, dweight);
|
|
|
|
//get specular component
|
|
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
|
|
|
|
//harden specular
|
|
spec = pow(spec, 128.0);
|
|
|
|
//figure out distortion vector (ripply)
|
|
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
|
|
|
|
vec4 fb = texture2D(screenTex, distort2);
|
|
|
|
//mix with reflection
|
|
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
|
|
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
|
|
color.rgb += spec * specular;
|
|
|
|
color.rgb = atmosTransport(color.rgb);
|
|
color.rgb = scaleSoftClip(color.rgb);
|
|
color.a = spec * sunAngle2;
|
|
|
|
gl_FragColor = color;
|
|
}
|