1// This shader is mostly an adaptation of the shader found at 2// http://www.bonzaisoftware.com/water_tut.html and its glsl conversion 3// available at http://forum.bonzaisoftware.com/viewthread.php?tid=10 4// � Michael Horsch - 2005 5// Major update and revisions - 2011-10-07 6// � Emilian Huminiuc and Vivian Meazza 7// Optimisation - 2012-5-05 8// � Emilian Huminiuc and Vivian Meazza 9 10#version 120 11#define fps2kts 0.5925 12 13uniform sampler2D water_normalmap; 14uniform sampler2D water_reflection; 15uniform sampler2D water_dudvmap; 16uniform sampler2D water_reflection_grey; 17uniform sampler2D sea_foam; 18uniform sampler2D alpha_tex; 19uniform sampler2D bowwave_nmap; 20 21uniform float saturation, Overcast, WindE, WindN, spd, hdg; 22uniform float CloudCover0, CloudCover1, CloudCover2, CloudCover3, CloudCover4; 23uniform int Status; 24 25varying vec4 waterTex1; //moving texcoords 26varying vec4 waterTex2; //moving texcoords 27varying vec3 viewerdir; 28varying vec3 lightdir; 29varying vec3 normal; 30 31////fog "include" ///// 32uniform int fogType; 33 34vec3 fog_Func(vec3 color, int type); 35////////////////////// 36 37/////// functions ///////// 38 39float normalize_range(float _val) 40 { 41 if (_val > 180.0) 42 return _val - 360.0; 43 else 44 return _val; 45 } 46 47 48void relWind(out float rel_wind_speed_kts, out float rel_wind_from_rad) 49 { 50 //calculate the carrier speed north and east in kts 51 float speed_north_kts = cos(radians(hdg)) * spd ; 52 float speed_east_kts = sin(radians(hdg)) * spd ; 53 54 //calculate the relative wind speed north and east in kts 55 float rel_wind_speed_from_east_kts = WindE*fps2kts + speed_east_kts; 56 float rel_wind_speed_from_north_kts = WindN*fps2kts + speed_north_kts; 57 58 //combine relative speeds north and east to get relative windspeed in kts 59 rel_wind_speed_kts = sqrt(rel_wind_speed_from_east_kts*rel_wind_speed_from_east_kts 60 + rel_wind_speed_from_north_kts*rel_wind_speed_from_north_kts); 61 62 //calculate the relative wind direction 63 float rel_wind_from_deg = degrees(atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts)); 64 // rel_wind_from_rad = atan(rel_wind_speed_from_east_kts, rel_wind_speed_from_north_kts); 65 float rel_wind = rel_wind_from_deg - hdg; 66 rel_wind = normalize_range(rel_wind); 67 rel_wind_from_rad = radians(rel_wind); 68 } 69 70void rotationmatrix(in float angle, out mat4 rotmat) 71 { 72 rotmat = mat4( cos( angle ), -sin( angle ), 0.0, 0.0, 73 sin( angle ), cos( angle ), 0.0, 0.0, 74 0.0 , 0.0 , 1.0, 0.0, 75 0.0 , 0.0 , 0.0, 1.0 ); 76 } 77 78////////////////////// 79 80void main(void) 81 { 82 const vec4 sca = vec4(0.005, 0.005, 0.005, 0.005); 83 const vec4 sca2 = vec4(0.02, 0.02, 0.02, 0.02); 84 const vec4 tscale = vec4(0.25, 0.25, 0.25, 0.25); 85 86 mat4 RotationMatrix; 87 88 float relWindspd=0; 89 float relWinddir=0; 90 91 // compute relative wind speed and direction 92 relWind (relWindspd, relWinddir); 93 94 rotationmatrix(relWinddir, RotationMatrix); 95 96 // compute direction to viewer 97 vec3 E = normalize(viewerdir); 98 99 // compute direction to light source 100 vec3 L = normalize(lightdir); 101 102 // half vector 103 vec3 H = normalize(L + E); 104 105 const float water_shininess = 240.0; 106 // approximate cloud cover 107 float cover = 0.0; 108 //bool Status = true; 109 110 float windEffect = relWindspd; //wind speed in kt 111 // float windEffect = sqrt(pow(abs(WindE),2)+pow(abs(WindN),2)) * 0.6; //wind speed in kt 112 float windScale = 15.0/(5.0 + windEffect); //wave scale 113 float waveRoughness = 0.05 + smoothstep(0.0, 50.0, windEffect); //wave roughness filter 114 115 116 if (Status == 1){ 117 cover = min(min(min(min(CloudCover0, CloudCover1),CloudCover2),CloudCover3),CloudCover4); 118 } else { 119 // hack to allow for Overcast not to be set by Local Weather 120 121 if (Overcast == 0){ 122 cover = 5; 123 } else { 124 cover = Overcast * 5; 125 } 126 127 } 128 129 //vec4 viewt = normalize(waterTex4); 130 vec4 viewt = vec4(-E, 0.0) * 0.6; 131 132 vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)* windScale * 2.0) * 2.0 - 1.0; 133 vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)* windScale * 2.0) * 2.0 - 1.0; 134 vec4 fdist = normalize(dist); 135 fdist = -fdist; 136 fdist *= sca; 137 138 //normalmap 139 rotationmatrix(-relWinddir, RotationMatrix); 140 141 vec4 nmap0 = texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2) * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0; 142 vec4 nmap2 = texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0; 143 vec4 nmap3 = texture2D(bowwave_nmap, gl_TexCoord[0].st) * 2.0 - 1.0; 144 vec4 vNorm = normalize(mix(nmap3, nmap0 + nmap2, 0.3 )* waveRoughness); 145 vNorm = -vNorm; 146 147 //load reflection 148 vec4 tmp = vec4(lightdir, 0.0); 149 vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ; 150 vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ; 151 vec4 refl ; 152 // cover = 0; 153 154 if(cover >= 1.5){ 155 refl= normalize(refTex); 156 } 157 else 158 { 159 refl = normalize(refTexGrey); 160 refl.r *= (0.75 + 0.15 * cover); 161 refl.g *= (0.80 + 0.15 * cover); 162 refl.b *= (0.875 + 0.125 * cover); 163 refl.a *= 1.0; 164 } 165 166 vec3 N0 = vec3(texture2D(water_normalmap, vec2((waterTex1 + disdis*sca2)* RotationMatrix) * windScale * 2.0) * 2.0 - 1.0); 167 vec3 N1 = vec3(texture2D(water_normalmap, vec2(waterTex2 * tscale * RotationMatrix ) * windScale * 2.0) * 2.0 - 1.0); 168 vec3 N2 = vec3(texture2D(bowwave_nmap, gl_TexCoord[0].st)*2.0-1.0); 169 //vec3 Nf = normalize((normal+N0+N1)*waveRoughness); 170 vec3 N = normalize(mix(normal+N2, normal+N0+N1, 0.3)* waveRoughness); 171 N = -N; 172 173 // specular 174 vec3 specular_color = vec3(gl_LightSource[0].diffuse) 175 * pow(max(0.0, dot(N, H)), water_shininess) * 6.0; 176 vec4 specular = vec4(specular_color, 0.5); 177 178 specular = specular * saturation * 0.3; 179 180 //calculate fresnel 181 vec4 invfres = vec4( dot(vNorm, viewt) ); 182 vec4 fres = vec4(1.0) + invfres; 183 refl *= fres; 184 185 vec4 alpha0 = texture2D(alpha_tex, gl_TexCoord[0].st); 186 187 //calculate final colour 188 vec4 ambient_light = gl_LightSource[0].diffuse; 189 vec4 finalColor; 190 191 // cover = 0; 192 193 if(cover >= 1.5){ 194 finalColor = refl + specular; 195 } else { 196 finalColor = refl; 197 } 198 199 //add foam 200 201 float foamSlope = 0.05 + 0.01 * windScale; 202 //float waveSlope = mix(N0.g, N1.g, 0.25); 203 204 vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 50.0); 205 float waveSlope = N.g; 206 207 if (windEffect >= 12.0) 208 if (waveSlope >= foamSlope){ 209 finalColor = mix(finalColor, max(finalColor, finalColor + foam_texel), smoothstep(foamSlope, 0.5, N.g)); 210 } 211 212 //generate final colour 213 finalColor *= ambient_light+ alpha0 * 0.35; 214 finalColor.rgb = fog_Func(finalColor.rgb, fogType); 215 gl_FragColor = vec4(finalColor.rgb, alpha0.a * 1.35); 216 217 } 218