Commit vor großem Terrain refactoring
25
blight-assets/src/main/resources/MatDefs/GrassVertex.j3md
Normal file
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MaterialDef GrassVertex {
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MaterialParameters {
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Float WindSpeed : 1.0
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Float WindStrength : 0.15
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Vector3 SunDir : 0.35 0.8 0.45
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Color SunColor : 0.95 0.90 0.75 1.0
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}
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Technique {
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VertexShader GLSL150: Shaders/GrassVertex.vert
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FragmentShader GLSL150: Shaders/GrassVertex.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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Time
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AmbientLightColor
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}
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RenderState {
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FaceCull Off
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}
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}
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}
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19
blight-assets/src/main/resources/MatDefs/Topology.j3md
Normal file
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MaterialDef Topology {
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MaterialParameters {
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Float Interval : 10.0
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Float LineWidth : 0.12
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Float Opacity : 0.55
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}
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Technique {
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VertexShader GLSL150: Shaders/Topology.vert
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FragmentShader GLSL150: Shaders/Topology.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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}
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RenderState {
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Blend Alpha
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DepthWrite Off
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}
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}
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}
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80
blight-assets/src/main/resources/MatDefs/WaterPolygon.j3md
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MaterialDef Advanced Water Polygon {
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MaterialParameters {
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Int BoundDrawBuffer
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Int NumSamples
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Int NumSamplesDepth
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Texture2D FoamMap
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Texture2D CausticsMap
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Texture2D NormalMap -LINEAR
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Texture2D ReflectionMap
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Texture2D HeightMap -LINEAR
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Texture2D Texture
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Texture2D DepthTexture
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Vector3 CameraPosition
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Float Time
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Vector3 frustumCorner
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Matrix4 TextureProjMatrix
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Float WaterHeight
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Vector3 LightDir
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Float WaterTransparency
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Float NormalScale
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Float R0
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Float MaxAmplitude
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Color LightColor
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Float ShoreHardness
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Float FoamHardness
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Float RefractionStrength
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Float WaveScale
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Vector3 FoamExistence
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Float SunScale
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Vector3 ColorExtinction
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Float Shininess
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Color WaterColor
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Color DeepWaterColor
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Vector2 WindDirection
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Float ReflectionDisplace
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Float FoamIntensity
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Float CausticsIntensity
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Float UnderWaterFogDistance
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Boolean UseRipples
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Boolean UseHQShoreline
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Boolean UseSpecular
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Boolean UseFoam
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Boolean UseCaustics
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Boolean UseRefraction
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Float Radius
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Vector3 Center
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Boolean SquareArea
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Vector2Array Points
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Int NumPoints : 0
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}
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Technique {
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VertexShader GLSL310 GLSL300 GLSL150 GLSL120 : Common/MatDefs/Post/Post.vert
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FragmentShader GLSL310 GLSL300 GLSL150 GLSL120 : Shaders/WaterPolygon.frag
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WorldParameters {
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ViewProjectionMatrixInverse
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}
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Defines {
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BOUND_DRAW_BUFFER: BoundDrawBuffer
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RESOLVE_MS : NumSamples
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RESOLVE_DEPTH_MS : NumSamplesDepth
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ENABLE_RIPPLES : UseRipples
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ENABLE_HQ_SHORELINE : UseHQShoreline
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ENABLE_SPECULAR : UseSpecular
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ENABLE_FOAM : UseFoam
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ENABLE_CAUSTICS : UseCaustics
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ENABLE_REFRACTION : UseRefraction
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ENABLE_AREA : Center
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SQUARE_AREA : SquareArea
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POLYGON_AREA : Points
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}
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}
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}
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34
blight-assets/src/main/resources/Shaders/GrassVertex.frag
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@@ -0,0 +1,34 @@
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uniform vec4 g_AmbientLightColor;
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uniform vec3 m_SunDir; // Richtung von der Fläche zur Sonne (world-space, normiert)
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uniform vec4 m_SunColor; // Sonnenfarbe RGB
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in vec4 varColor;
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in vec3 varNormal;
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out vec4 outFragColor;
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void main() {
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// Normale für Rück- und Vorderseite korrekt ausrichten
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vec3 n = normalize(varNormal);
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if (!gl_FrontFacing) n = -n;
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vec3 L = normalize(m_SunDir);
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// Diffuses Licht
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float nDotL = max(dot(n, L), 0.0);
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// Subsurface-Scatter-Approximation: etwas Licht scheint durch den Halm
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float sss = max(dot(-n, L), 0.0) * 0.25;
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float light = nDotL + sss;
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vec3 ambient = g_AmbientLightColor.rgb * varColor.rgb;
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vec3 diffuse = m_SunColor.rgb * varColor.rgb * light;
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// Farbe nicht über die Vertex-Color-Helligkeit hinaus aufhellen
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vec3 result = ambient + diffuse;
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result = min(result, varColor.rgb * 1.5);
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outFragColor = vec4(result, 1.0);
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}
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39
blight-assets/src/main/resources/Shaders/GrassVertex.vert
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@@ -0,0 +1,39 @@
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldMatrix;
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uniform float g_Time;
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uniform float m_WindSpeed;
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uniform float m_WindStrength;
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in vec3 inPosition;
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in vec3 inNormal;
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in vec4 inColor;
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in vec2 inTexCoord; // .x = windFactor (0 = Wurzel, 1 = Spitze)
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out vec4 varColor;
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out vec3 varNormal;
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void main() {
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vec4 pos = vec4(inPosition, 1.0);
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float wf = inTexCoord.x;
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if (wf > 0.001) {
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// Weltposition als Phasenbasis → jeder Halm schwingt anders
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vec2 worldXZ = (g_WorldMatrix * pos).xz;
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float t = g_Time * m_WindSpeed;
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float sway = sin(t * 2.1 + worldXZ.x * 0.08 + worldXZ.y * 0.06) * 0.6
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+ sin(t * 1.4 - worldXZ.x * 0.05 + worldXZ.y * 0.09) * 0.4;
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// Quadratische Gewichtung: Spitze biegt sich mehr als Basis
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float bend = sway * m_WindStrength * wf * wf;
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pos.x += bend;
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pos.z += bend * 0.3;
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}
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varColor = inColor;
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// Normal in Weltkoordinaten (WorldMatrix ist für Gras typischerweise Identität)
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varNormal = normalize(mat3(g_WorldMatrix) * inNormal);
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gl_Position = g_WorldViewProjectionMatrix * pos;
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}
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38
blight-assets/src/main/resources/Shaders/Topology.frag
Normal file
@@ -0,0 +1,38 @@
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uniform float m_Interval;
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uniform float m_LineWidth;
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uniform float m_Opacity;
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in float vWorldY;
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out vec4 outColor;
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// Maps height to a blue→green→yellow→red gradient
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vec3 heightColor(float t) {
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t = clamp(t, 0.0, 1.0);
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vec3 c;
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if (t < 0.25) {
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c = mix(vec3(0.0, 0.0, 0.8), vec3(0.0, 0.7, 0.7), t * 4.0);
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} else if (t < 0.5) {
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c = mix(vec3(0.0, 0.7, 0.7), vec3(0.2, 0.8, 0.1), (t - 0.25) * 4.0);
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} else if (t < 0.75) {
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c = mix(vec3(0.2, 0.8, 0.1), vec3(0.9, 0.8, 0.0), (t - 0.5) * 4.0);
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} else {
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c = mix(vec3(0.9, 0.8, 0.0), vec3(0.8, 0.1, 0.0), (t - 0.75) * 4.0);
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}
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return c;
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}
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void main() {
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float minH = -20.0;
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float maxH = 300.0;
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float t = (vWorldY - minH) / (maxH - minH);
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vec3 band = heightColor(t);
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// Contour lines: sharp pulse near each interval boundary
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float phase = fract(vWorldY / m_Interval);
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float fw = fwidth(vWorldY / m_Interval);
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float line = 1.0 - smoothstep(m_LineWidth - fw, m_LineWidth + fw, min(phase, 1.0 - phase));
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vec3 color = mix(band, vec3(0.0), line * 0.75);
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outColor = vec4(color, m_Opacity);
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}
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12
blight-assets/src/main/resources/Shaders/Topology.vert
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@@ -0,0 +1,12 @@
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uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldMatrix;
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in vec3 inPosition;
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out float vWorldY;
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void main() {
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vec4 worldPos = g_WorldMatrix * vec4(inPosition, 1.0);
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vWorldY = worldPos.y;
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gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
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}
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483
blight-assets/src/main/resources/Shaders/WaterPolygon.frag
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@@ -0,0 +1,483 @@
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#import "Common/ShaderLib/GLSLCompat.glsllib"
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#import "Common/ShaderLib/MultiSample.glsllib"
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#import "Common/ShaderLib/WaterUtil.glsllib"
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// Water pixel shader
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// Copyright (C) JMonkeyEngine 3.0
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// by Remy Bouquet (nehon) for JMonkeyEngine 3.0
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// original HLSL version by Wojciech Toman 2009
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uniform COLORTEXTURE m_Texture;
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uniform DEPTHTEXTURE m_DepthTexture;
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uniform sampler2D m_HeightMap;
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uniform sampler2D m_NormalMap;
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uniform sampler2D m_FoamMap;
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uniform sampler2D m_CausticsMap;
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uniform sampler2D m_ReflectionMap;
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uniform mat4 g_ViewProjectionMatrixInverse;
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uniform mat4 m_TextureProjMatrix;
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uniform vec3 m_CameraPosition;
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uniform float m_WaterHeight;
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uniform float m_Time;
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uniform float m_WaterTransparency;
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uniform float m_NormalScale;
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uniform float m_R0;
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uniform float m_MaxAmplitude;
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uniform vec3 m_LightDir;
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uniform vec4 m_LightColor;
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uniform float m_ShoreHardness;
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uniform float m_FoamHardness;
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uniform float m_RefractionStrength;
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uniform vec3 m_FoamExistence;
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uniform vec3 m_ColorExtinction;
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uniform float m_Shininess;
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uniform vec4 m_WaterColor;
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uniform vec4 m_DeepWaterColor;
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uniform vec2 m_WindDirection;
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uniform float m_SunScale;
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uniform float m_WaveScale;
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uniform float m_UnderWaterFogDistance;
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uniform float m_CausticsIntensity;
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#ifdef ENABLE_AREA
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uniform vec3 m_Center;
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uniform float m_Radius;
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#endif
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#ifdef POLYGON_AREA
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uniform vec2 m_Points[64];
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uniform int m_NumPoints;
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bool polygonContains(float px, float pz) {
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bool inside = false;
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int j = m_NumPoints - 1;
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for (int i = 0; i < m_NumPoints; i++) {
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float xi = m_Points[i].x, zi = m_Points[i].y;
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float xj = m_Points[j].x, zj = m_Points[j].y;
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if ((zi > pz) != (zj > pz) &&
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px < (xj - xi) * (pz - zi) / (zj - zi) + xi)
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inside = !inside;
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j = i;
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}
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return inside;
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}
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#endif
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vec2 scale; // = vec2(m_WaveScale, m_WaveScale);
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float refractionScale; // = m_WaveScale;
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// Modifies 4 sampled normals. Increase first values to have more
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// smaller "waves" or last to have more bigger "waves"
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const vec4 normalModifier = vec4(3.0, 2.0, 4.0, 10.0);
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// Strength of displacement along normal.
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uniform float m_ReflectionDisplace;
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// Water transparency along eye vector.
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const float visibility = 3.0;
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// foam intensity
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uniform float m_FoamIntensity ;
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vec2 m_FrustumNearFar; //=vec2(1.0,m_UnderWaterFogDistance);
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const float LOG2 = 1.442695;
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varying vec2 texCoord;
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void setGlobals(){
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scale = vec2(m_WaveScale, m_WaveScale);
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refractionScale = m_WaveScale;
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m_FrustumNearFar=vec2(1.0,m_UnderWaterFogDistance);
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}
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mat3 MatrixInverse(in mat3 inMatrix){
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float det = dot(cross(inMatrix[0], inMatrix[1]), inMatrix[2]);
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mat3 T = transpose(inMatrix);
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return mat3(cross(T[1], T[2]),
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cross(T[2], T[0]),
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cross(T[0], T[1])) / det;
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}
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mat3 computeTangentFrame(in vec3 N, in vec3 P, in vec2 UV) {
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vec3 dp1 = dFdx(P);
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vec3 dp2 = dFdy(P);
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vec2 duv1 = dFdx(UV);
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vec2 duv2 = dFdy(UV);
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// solve the linear system
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vec3 dp1xdp2 = cross(dp1, dp2);
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mat2x3 inverseM = mat2x3(cross(dp2, dp1xdp2), cross(dp1xdp2, dp1));
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vec3 T = inverseM * vec2(duv1.x, duv2.x);
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vec3 B = inverseM * vec2(duv1.y, duv2.y);
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// construct tangent frame
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float maxLength = max(length(T), length(B));
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T = T / maxLength;
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B = B / maxLength;
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return mat3(T, B, N);
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}
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float saturate(in float val){
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return clamp(val,0.0,1.0);
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}
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vec3 saturate(in vec3 val){
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return clamp(val,vec3(0.0),vec3(1.0));
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}
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vec3 getPosition(in float depth, in vec2 uv){
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vec4 pos = vec4(uv, depth, 1.0) * 2.0 - 1.0;
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pos = g_ViewProjectionMatrixInverse * pos;
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return pos.xyz / pos.w;
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}
|
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|
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// Function calculating fresnel term.
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// - normal - normalized normal vector
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// - eyeVec - normalized eye vector
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float fresnelTerm(in vec3 normal,in vec3 eyeVec){
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float angle = 1.0 - max(0.0, dot(normal, eyeVec));
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float fresnel = angle * angle;
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fresnel = fresnel * fresnel;
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fresnel = fresnel * angle;
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return saturate(fresnel * (1.0 - saturate(m_R0)) + m_R0 - m_RefractionStrength);
|
||||
}
|
||||
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||||
vec4 underWater(int sampleNum){
|
||||
|
||||
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||||
float sceneDepth = fetchTextureSample(m_DepthTexture, texCoord, sampleNum).r;
|
||||
vec3 color2 = fetchTextureSample(m_Texture, texCoord, sampleNum).rgb;
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||||
|
||||
vec3 position = getPosition(sceneDepth, texCoord);
|
||||
float level = m_WaterHeight;
|
||||
|
||||
vec3 eyeVec = position - m_CameraPosition;
|
||||
|
||||
// Find intersection with water surface
|
||||
vec3 eyeVecNorm = normalize(eyeVec);
|
||||
float t = (level - m_CameraPosition.y) / eyeVecNorm.y;
|
||||
vec3 surfacePoint = m_CameraPosition + eyeVecNorm * t;
|
||||
|
||||
vec2 texC = vec2(0.0);
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||||
|
||||
float cameraDepth = length(m_CameraPosition - surfacePoint);
|
||||
texC = (surfacePoint.xz + eyeVecNorm.xz) * scale + m_Time * 0.03 * m_WindDirection;
|
||||
float bias = texture2D(m_HeightMap, texC).r;
|
||||
level += bias * m_MaxAmplitude;
|
||||
t = (level - m_CameraPosition.y) / eyeVecNorm.y;
|
||||
surfacePoint = m_CameraPosition + eyeVecNorm * t;
|
||||
eyeVecNorm = normalize(m_CameraPosition - surfacePoint);
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
// Find normal of water surface
|
||||
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r;
|
||||
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r;
|
||||
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r;
|
||||
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r;
|
||||
#else
|
||||
// Find normal of water surface
|
||||
float normal1 = texture2D(m_HeightMap, (texC + vec2(-1.0, 0.0) / 256.0)).r;
|
||||
float normal2 = texture2D(m_HeightMap, (texC + vec2(1.0, 0.0) / 256.0)).r;
|
||||
float normal3 = texture2D(m_HeightMap, (texC + vec2(0.0, -1.0) / 256.0)).r;
|
||||
float normal4 = texture2D(m_HeightMap, (texC + vec2(0.0, 1.0) / 256.0)).r;
|
||||
#endif
|
||||
|
||||
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
|
||||
vec3 normal = myNormal*-1.0;
|
||||
float fresnel = fresnelTerm(normal, eyeVecNorm);
|
||||
|
||||
vec3 refraction = color2;
|
||||
#ifdef ENABLE_REFRACTION
|
||||
texC = texCoord.xy *sin (fresnel+1.0);
|
||||
texC = clamp(texC,0.0,1.0);
|
||||
refraction = fetchTextureSample(m_Texture, texC, sampleNum).rgb;
|
||||
#endif
|
||||
|
||||
float waterCol = saturate(length(m_LightColor.rgb) / m_SunScale);
|
||||
refraction = mix(mix(refraction, m_DeepWaterColor.rgb * waterCol, m_WaterTransparency), m_WaterColor.rgb* waterCol,m_WaterTransparency);
|
||||
|
||||
vec3 foam = vec3(0.0);
|
||||
#ifdef ENABLE_FOAM
|
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * m_WindDirection + sin(m_Time * 0.001 + position.x) * 0.005;
|
||||
vec2 texCoord2 = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.1 * m_WindDirection + sin(m_Time * 0.001 + position.z) * 0.005;
|
||||
|
||||
if(m_MaxAmplitude - m_FoamExistence.z> 0.0001){
|
||||
foam += ((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity * m_FoamIntensity * 0.3 *
|
||||
saturate((level - (m_WaterHeight + m_FoamExistence.z)) / (m_MaxAmplitude - m_FoamExistence.z))).rgb;
|
||||
}
|
||||
foam *= m_LightColor.rgb;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
vec3 specular = vec3(0.0);
|
||||
vec3 color ;
|
||||
float fogFactor;
|
||||
|
||||
if(position.y>level){
|
||||
#ifdef ENABLE_SPECULAR
|
||||
if(step(0.9999,sceneDepth)==1.0){
|
||||
vec3 lightDir=normalize(m_LightDir);
|
||||
vec3 mirrorEye = (2.0 * dot(eyeVecNorm, normal) * normal - eyeVecNorm);
|
||||
float dotSpec = saturate(dot(mirrorEye.xyz, -lightDir) * 0.5 + 0.5);
|
||||
specular = vec3((1.0 - fresnel) * saturate(-lightDir.y) * ((pow(dotSpec, 512.0)) * (m_Shininess * 1.8 + 0.2)));
|
||||
specular += specular * 25.0 * saturate(m_Shininess - 0.05);
|
||||
specular=specular * m_LightColor.rgb * 100.0;
|
||||
}
|
||||
#endif
|
||||
float fogIntensity= 8.0 * m_WaterTransparency;
|
||||
fogFactor = exp2( -fogIntensity * fogIntensity * cameraDepth * 0.03 * LOG2 );
|
||||
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
color =mix(m_DeepWaterColor.rgb,refraction,fogFactor);
|
||||
specular=specular*fogFactor;
|
||||
color = saturate(color + max(specular, foam ));
|
||||
}else{
|
||||
vec3 caustics = vec3(0.0);
|
||||
#ifdef ENABLE_CAUSTICS
|
||||
vec2 windDirection=m_WindDirection;
|
||||
texC = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.x) * 0.01;
|
||||
vec2 texCoord2 = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.z) * 0.01;
|
||||
caustics += (texture2D(m_CausticsMap, texC)+ texture2D(m_CausticsMap, texCoord2)).rgb;
|
||||
caustics=saturate(mix(m_WaterColor.rgb,caustics,m_CausticsIntensity));
|
||||
color=mix(color2,caustics,m_CausticsIntensity);
|
||||
#else
|
||||
color=color2;
|
||||
#endif
|
||||
|
||||
float fogDepth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - sceneDepth* (m_FrustumNearFar.y-m_FrustumNearFar.x));
|
||||
float fogIntensity= 18.0 * m_WaterTransparency;
|
||||
fogFactor = exp2( -fogIntensity * fogIntensity * fogDepth * fogDepth * LOG2 );
|
||||
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
color =mix(m_DeepWaterColor.rgb,color,fogFactor);
|
||||
}
|
||||
|
||||
return vec4(color, 1.0);
|
||||
}
|
||||
|
||||
|
||||
// NOTE: This will be called even for single-sampling
|
||||
vec4 main_multiSample(int sampleNum){
|
||||
// If we are underwater let's call the underwater function
|
||||
if(m_WaterHeight >= m_CameraPosition.y){
|
||||
#ifdef ENABLE_AREA
|
||||
if(isOverExtent(m_CameraPosition, m_Center, m_Radius)){
|
||||
return fetchTextureSample(m_Texture, texCoord, sampleNum);
|
||||
}
|
||||
#endif
|
||||
#ifdef POLYGON_AREA
|
||||
if(!polygonContains(m_CameraPosition.x, m_CameraPosition.z)){
|
||||
return fetchTextureSample(m_Texture, texCoord, sampleNum);
|
||||
}
|
||||
#endif
|
||||
return underWater(sampleNum);
|
||||
}
|
||||
|
||||
float sceneDepth = fetchTextureSample(m_DepthTexture, texCoord, sampleNum).r;
|
||||
vec3 color2 = fetchTextureSample(m_Texture, texCoord, sampleNum).rgb;
|
||||
|
||||
vec3 color = color2;
|
||||
vec3 position = getPosition(sceneDepth, texCoord);
|
||||
|
||||
#ifdef ENABLE_AREA
|
||||
if(isOverExtent(position, m_Center, m_Radius)){
|
||||
return vec4(color2, 1.0);
|
||||
}
|
||||
#endif
|
||||
#ifdef POLYGON_AREA
|
||||
if(!polygonContains(position.x, position.z)){
|
||||
return vec4(color2, 1.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
float level = m_WaterHeight;
|
||||
|
||||
float isAtFarPlane = step(0.99998, sceneDepth);
|
||||
//#ifndef ENABLE_RIPPLES
|
||||
// This optimization won't work on NVIDIA cards if ripples are enabled
|
||||
if(position.y > level + m_MaxAmplitude + isAtFarPlane * 100.0){
|
||||
|
||||
return vec4(color2, 1.0);
|
||||
}
|
||||
//#endif
|
||||
|
||||
vec3 eyeVec = position - m_CameraPosition;
|
||||
float cameraDepth = m_CameraPosition.y - position.y;
|
||||
|
||||
// Find intersection with water surface
|
||||
vec3 eyeVecNorm = normalize(eyeVec);
|
||||
float t = (level - m_CameraPosition.y) / eyeVecNorm.y;
|
||||
vec3 surfacePoint = m_CameraPosition + eyeVecNorm * t;
|
||||
|
||||
vec2 texC = vec2(0.0);
|
||||
int samples = 1;
|
||||
#ifdef ENABLE_HQ_SHORELINE
|
||||
samples = 10;
|
||||
#endif
|
||||
|
||||
float biasFactor = 1.0 / float(samples);
|
||||
for (int i = 0; i < samples; i++){
|
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * biasFactor) * scale + m_Time * 0.03 * m_WindDirection;
|
||||
|
||||
float bias = texture2D(m_HeightMap, texC).r;
|
||||
|
||||
bias *= biasFactor;
|
||||
level += bias * m_MaxAmplitude;
|
||||
t = (level - m_CameraPosition.y) / eyeVecNorm.y;
|
||||
surfacePoint = m_CameraPosition + eyeVecNorm * t;
|
||||
}
|
||||
|
||||
float depth = length(position - surfacePoint);
|
||||
float depth2 = surfacePoint.y - position.y;
|
||||
|
||||
// XXX: HACK ALERT: Increase water depth to infinity if at far plane
|
||||
// Prevents "foam on horizon" issue
|
||||
// For best results, replace the "100.0" below with the
|
||||
// highest value in the m_ColorExtinction vec3
|
||||
depth += isAtFarPlane * 100.0;
|
||||
depth2 += isAtFarPlane * 100.0;
|
||||
|
||||
eyeVecNorm = normalize(m_CameraPosition - surfacePoint);
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
// Find normal of water surface
|
||||
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r;
|
||||
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r;
|
||||
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r;
|
||||
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r;
|
||||
#else
|
||||
// Find normal of water surface
|
||||
float normal1 = texture2D(m_HeightMap, (texC + vec2(-1.0, 0.0) / 256.0)).r;
|
||||
float normal2 = texture2D(m_HeightMap, (texC + vec2(1.0, 0.0) / 256.0)).r;
|
||||
float normal3 = texture2D(m_HeightMap, (texC + vec2(0.0, -1.0) / 256.0)).r;
|
||||
float normal4 = texture2D(m_HeightMap, (texC + vec2(0.0, 1.0) / 256.0)).r;
|
||||
#endif
|
||||
|
||||
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
|
||||
vec3 normal = vec3(0.0);
|
||||
|
||||
#ifdef ENABLE_RIPPLES
|
||||
texC = surfacePoint.xz * 0.8 + m_WindDirection * m_Time* 1.6;
|
||||
mat3 tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC);
|
||||
vec3 normal0a = normalize(tangentFrame*(2.0 * texture2D(m_NormalMap, texC).xyz - 1.0));
|
||||
|
||||
texC = surfacePoint.xz * 0.4 + m_WindDirection * m_Time* 0.8;
|
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC);
|
||||
vec3 normal1a = normalize(tangentFrame*(2.0 * texture2D(m_NormalMap, texC).xyz - 1.0));
|
||||
|
||||
texC = surfacePoint.xz * 0.2 + m_WindDirection * m_Time * 0.4;
|
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC);
|
||||
vec3 normal2a = normalize(tangentFrame*(2.0 * texture2D(m_NormalMap, texC).xyz - 1.0));
|
||||
|
||||
texC = surfacePoint.xz * 0.1 + m_WindDirection * m_Time * 0.2;
|
||||
tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC);
|
||||
vec3 normal3a = normalize(tangentFrame*(2.0 * texture2D(m_NormalMap, texC).xyz - 1.0));
|
||||
|
||||
normal = normalize(normal0a * normalModifier.x + normal1a * normalModifier.y +normal2a * normalModifier.z + normal3a * normalModifier.w);
|
||||
|
||||
#if __VERSION__ >= 130 && !defined GL_ES
|
||||
// XXX: Here's another way to fix the terrain edge issue,
|
||||
// But it requires GLSL 1.3 and still looks kinda incorrect
|
||||
// around edges
|
||||
normal = isnan(normal.x) ? myNormal : normal;
|
||||
#else
|
||||
// To make the shader 1.2 compatible we use a trick :
|
||||
// we clamp the x value of the normal and compare it to it's former value instead of using isnan.
|
||||
normal = clamp(normal.x,0.0,1.0)!=normal.x ? myNormal : normal;
|
||||
#endif
|
||||
|
||||
#else
|
||||
normal = myNormal;
|
||||
#endif
|
||||
|
||||
vec3 refraction = color2;
|
||||
#ifdef ENABLE_REFRACTION
|
||||
// texC = texCoord.xy+ m_ReflectionDisplace * normal.x;
|
||||
texC = texCoord.xy;
|
||||
texC += sin(m_Time*1.8 + 3.0 * abs(position.y))* (refractionScale * min(depth2, 1.0));
|
||||
texC = clamp(texC,vec2(0.0),vec2(0.999));
|
||||
refraction = fetchTextureSample(m_Texture, texC, sampleNum).rgb;
|
||||
#endif
|
||||
vec3 waterPosition = surfacePoint.xyz;
|
||||
waterPosition.y -= (level - m_WaterHeight);
|
||||
vec4 texCoordProj = m_TextureProjMatrix * vec4(waterPosition, 1.0);
|
||||
|
||||
texCoordProj.x = texCoordProj.x + m_ReflectionDisplace * normal.x;
|
||||
texCoordProj.z = texCoordProj.z + m_ReflectionDisplace * normal.z;
|
||||
texCoordProj /= texCoordProj.w;
|
||||
texCoordProj.y = 1.0 - texCoordProj.y;
|
||||
|
||||
vec3 reflection = texture2D(m_ReflectionMap, texCoordProj.xy).rgb;
|
||||
|
||||
float fresnel = fresnelTerm(normal, eyeVecNorm);
|
||||
|
||||
float depthN = depth * m_WaterTransparency;
|
||||
float waterCol = saturate(length(m_LightColor.rgb) / m_SunScale);
|
||||
refraction = mix(mix(refraction, m_WaterColor.rgb * waterCol, saturate(depthN / visibility)),
|
||||
m_DeepWaterColor.rgb * waterCol, saturate(depth2 / m_ColorExtinction));
|
||||
|
||||
|
||||
vec3 foam = vec3(0.0);
|
||||
#ifdef ENABLE_FOAM
|
||||
texC = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * m_WindDirection + sin(m_Time * 0.001 + position.x) * 0.005;
|
||||
vec2 texCoord2 = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.1 * m_WindDirection + sin(m_Time * 0.001 + position.z) * 0.005;
|
||||
|
||||
vec4 foam1 = texture2D(m_FoamMap, texC);
|
||||
vec4 foam2 = texture2D(m_FoamMap, texCoord2);
|
||||
|
||||
if(depth2 < m_FoamExistence.x){
|
||||
foam = (foam1.r + foam2).rgb * vec3(m_FoamIntensity);
|
||||
}else if(depth2 < m_FoamExistence.y){
|
||||
foam = mix((foam1 + foam2) * m_FoamIntensity , vec4(0.0),
|
||||
(depth2 - m_FoamExistence.x) / (m_FoamExistence.y - m_FoamExistence.x)).rgb;
|
||||
}
|
||||
|
||||
|
||||
if(m_MaxAmplitude - m_FoamExistence.z> 0.0001){
|
||||
foam += ((foam1 + foam2) * m_FoamIntensity * m_FoamIntensity * 0.3 *
|
||||
saturate((level - (m_WaterHeight + m_FoamExistence.z)) / (m_MaxAmplitude - m_FoamExistence.z))).rgb;
|
||||
}
|
||||
foam *= m_LightColor.rgb;
|
||||
#endif
|
||||
|
||||
vec3 specular = vec3(0.0);
|
||||
#ifdef ENABLE_SPECULAR
|
||||
vec3 lightDir=normalize(m_LightDir);
|
||||
vec3 mirrorEye = (2.0 * dot(eyeVecNorm, normal) * normal - eyeVecNorm);
|
||||
float dotSpec = saturate(dot(mirrorEye.xyz, -lightDir) * 0.5 + 0.5);
|
||||
specular = vec3((1.0 - fresnel) * saturate(-lightDir.y) * ((pow(dotSpec, 512.0)) * (m_Shininess * 1.8 + 0.2)));
|
||||
specular += specular * 25.0 * saturate(m_Shininess - 0.05);
|
||||
//foam does not shine
|
||||
specular=specular * m_LightColor.rgb - (5.0 * foam);
|
||||
#endif
|
||||
|
||||
color = mix(refraction, reflection, fresnel);
|
||||
color = mix(refraction, color, saturate(depth * m_ShoreHardness));
|
||||
color = saturate(color + max(specular, foam ));
|
||||
color = mix(refraction, color, saturate(depth* m_FoamHardness));
|
||||
|
||||
|
||||
// XXX: HACK ALERT:
|
||||
// We trick the GeForces to think they have
|
||||
// to calculate the derivatives for all these pixels by using step()!
|
||||
// That way we won't get pixels around the edges of the terrain,
|
||||
// Where the derivatives are undefined
|
||||
return vec4(mix(color, color2, step(level, position.y)), 1.0);
|
||||
}
|
||||
|
||||
void main(){
|
||||
setGlobals();
|
||||
#ifdef RESOLVE_MS
|
||||
vec4 color = vec4(0.0);
|
||||
for (int i = 0; i < m_NumSamples; i++){
|
||||
color += main_multiSample(i);
|
||||
}
|
||||
gl_FragColor = color / float(m_NumSamples);
|
||||
#else
|
||||
gl_FragColor = main_multiSample(0);
|
||||
#endif
|
||||
}
|
||||
|
After Width: | Height: | Size: 272 KiB |
|
After Width: | Height: | Size: 262 KiB |
|
After Width: | Height: | Size: 205 KiB |
|
After Width: | Height: | Size: 209 KiB |
|
After Width: | Height: | Size: 205 KiB |
|
After Width: | Height: | Size: 172 KiB |
|
After Width: | Height: | Size: 121 KiB |
|
After Width: | Height: | Size: 278 KiB |
|
After Width: | Height: | Size: 206 KiB |
|
After Width: | Height: | Size: 207 KiB |