Better water
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134
water/water.vert
134
water/water.vert
@@ -21,7 +21,6 @@ Comments:
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******************************************************************************/
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OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
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#include <OgreUnifiedShader.h>
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#line 3
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OGRE_UNIFORMS(
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uniform vec3 eyePosition;
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@@ -32,6 +31,8 @@ uniform highp float time;
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uniform float waveFreq;
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uniform float waveAmp;
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uniform mat4 world;
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uniform mat4 viewProj;
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uniform mat4 worldView;
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uniform mat4 worldViewProj;
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uniform mat4 textureProjMatrix;
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uniform mat3 normalMatrix;
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@@ -39,78 +40,77 @@ uniform float scale; // the amount to scale the noise texture by
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uniform float scroll; // the amount by which to scroll the noise
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uniform float noise; // the noise perturb as a factor of the time
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)
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// wave functions
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struct Wave {
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float freq; // 2*PI / wavelength
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float amp; // amplitude
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float phase; // speed * 2*PI / wavelength
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vec2 dir;
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};
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#line 41
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//vec4 wave_a = vec4(1.0, 1.0, 0.35, 3.0); // xy = Direction, z = Steepness, w = Length
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f32vec4 wave_a = vec4(1.0, 1.0, 0.55, 24.3); // xy = Direction, z = Steepness, w = Length
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f32vec4 wave_b = vec4(1.0, 0.6, 0.29, 12.55); // xy = Direction, z = Steepness, w = Length
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f32vec4 wave_c = vec4(1.0, 1.41, 0.11, 10.8); // xy = Direction, z = Steepness, w = Length
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f32vec4 wave(f32vec4 parameter, f32vec2 position, float32_t t, inout f32vec3 tangent, inout f32vec3 binormal)
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{
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#line 51
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f32vec2 dir = normalize(parameter.xy);
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float32_t wave_steepness = parameter.z;
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float32_t wave_length = parameter.w;
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float32_t freq = 2.0 * 3.14159265359 / wave_length;
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float32_t phase = sqrt(9.8 / freq);
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float32_t f = freq * (dot(dir, position) - phase * t);
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float32_t a = wave_steepness / freq;
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tangent += normalize(
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vec3(1.0 - dir.x * dir.x * (wave_steepness * sin(f)), dir.x * (wave_steepness * cos(f)), -dir.x * dir.y * (wave_steepness * sin(f)))
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);
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binormal += normalize(
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vec3( -dir.x * dir.y * (wave_steepness * sin(f)), dir.y * (wave_steepness * cos(f)), 1.0-dir.y * dir.y * (wave_steepness * sin(f)))
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);
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f32vec4 result = vec4(dir.x * a * cos(f), a * sin(f) * 0.25, dir.y * (a * cos(f)), 0.0);
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return result;
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}
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vec4 wave2(vec4 parameter, vec2 position, float t, inout vec3 tangent, inout vec3 binormal)
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{
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vec2 dir = normalize(parameter.xy);
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float wave_steepness = parameter.z;
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float wave_length = parameter.w;
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float freq = 2.0 * 3.14159265359 / wave_length;
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float phase = sqrt(9.8 / freq);
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float f = freq * (dot(dir, position) - phase * t);
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float a = wave_steepness / freq;
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float m = freq * (position.x - phase * t);
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float n = freq * (position.y - phase * t);
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tangent += normalize(
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vec3(1.0-sin(m), cos(m), -sin(m))
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);
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binormal += normalize(
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vec3( -sin(n), cos(n), 1.0-sin(n))
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);
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return vec4(dir.x * a * cos(f), a * sin(f) * 0.25, dir.y * (a * cos(f)), 0.0);
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}
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MAIN_PARAMETERS
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IN(vec4 vertex, POSITION)
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IN(vec3 normal, NORMAL)
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// IN(vec3 tangent, TANGENT)
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IN(vec3 uv0, TEXCOORD0)
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OUT(mat3 rotMatrix, TEXCOORD1)
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//OUT(vec4 bumpCoordA, TEXCOORD2)
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//OUT(vec4 bumpCoordB, TEXCOORD3)
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// OUT(vec3 noiseCoord, TEXCOORD4)
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OUT(highp vec4 projectionCoord, TEXCOORD4)
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//OUT(vec3 eyeDir, TEXCOORD5)
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//OUT(vec3 oNormal, TEXCOORD6)
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OUT(f32vec3 positionWS, TEXCOORD7)
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OUT(f32vec3 positionWS, TEXCOORD0)
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OUT(f32vec3 vnormal, TEXCOORD1)
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OUT(f32vec3 vbinormal, TEXCOORD2)
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OUT(f32vec3 vtangent, TEXCOORD3)
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OUT(float vertex_height, TEXCOORD4)
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MAIN_DECLARATION
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{
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#if 1
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#define NWAVES 4
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Wave wave[NWAVES];
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wave[0] = Wave( waveFreq, waveAmp, 0.5, vec2(-1.0, 0.0) );
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wave[1] = Wave( 3.0 * waveFreq, 0.33 * waveAmp, 1.7, vec2(-0.7, 0.7) );
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wave[2] = Wave( 7.5 * waveFreq, 0.15 * waveAmp, 2.9, vec2(-0.2, 0.2) );
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wave[3] = Wave( 11.5 * waveFreq, 0.075 * waveAmp, 5.9, vec2(-0.2, 0.3) );
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vec4 P = worldViewProj * vertex;
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vec4 R = vertex;
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// sum waves
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float ddx = 0.0, ddy = 0.0;
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float deriv;
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float angle;
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projectionCoord = mul(textureProjMatrix, vertex);
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// Noise map coords
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// noiseCoord.xy = (uv0.xy + (time * scroll)) * scale;
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// noiseCoord.z = noise * time;
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// wave synthesis using two sine waves at different frequencies and phase shift
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for(int i = 0; i<NWAVES; ++i)
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{
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angle = dot(wave[i].dir, P.xz) * wave[i].freq + time * wave[i].phase;
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P.y += wave[i].amp * sin( angle );
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// calculate derivate of wave function
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deriv = wave[i].freq * wave[i].amp * cos(angle);
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ddx -= deriv * wave[i].dir.x;
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ddy -= deriv * wave[i].dir.y;
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}
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R.y = P.y;
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// compute the 3x3 transform from tangent space to object space
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// compute tangent basis
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vec3 T = normalize(vec3(1.0, ddy, 0.0)) * BumpScale;
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vec3 B = normalize(vec3(0.0, ddx, 1.0)) * BumpScale;
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vec3 N = normalize(vec3(ddx, 1.0, ddy));
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rotMatrix = mat3(T, B, N);
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gl_Position = P;
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// calculate texture coordinates for normal map lookup
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#if 0
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bumpCoordA.xy = uv0.xy * textureScale + time * bumpSpeed;
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bumpCoordA.zw = uv0.xy * textureScale * 2.0 + time * bumpSpeed * 4.0;
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bumpCoordB.xy = uv0.xy * textureScale * 4.0 + time * bumpSpeed * 8.0;
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#endif
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// eyeDir = normalize(R.xyz - eyePosition);
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// oNormal = normalize(normal + N);
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f32vec4 position = vec4(mul(world, vertex).xyz, 1.0);
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f32vec3 vertex_position = position.xyz;
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f32vec3 tang = vec3(0.0, 0.0, 0.0);
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f32vec3 bin = vec3(0.0, 0.0, 0.0);
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position += wave(wave_a, vertex_position.xz, time, tang, bin);
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position += wave(wave_b, vertex_position.xz, time, tang, bin);
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position += wave(wave_c, vertex_position.xz, time, tang, bin);
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vtangent = tang;
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vbinormal = bin;
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vertex_position = position.xyz;
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// vnormal = normalize(mul(mat3(world), cross(vbinormal, vtangent)));
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vnormal = normalize(cross(vbinormal, vtangent));
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// vnormal = normalize(vec3(0.0, 1.0, 0.0));
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// gl_Position = mul(worldViewProj, vertex);
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gl_Position = mul(viewProj, position);
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positionWS = mul(world, vertex).xyz;
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#else
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gl_Position = worldViewProj * vertex;
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projectionCoord = mul(textureProjMatrix, vertex);
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#endif
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}
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