117 lines
4.0 KiB
GLSL
117 lines
4.0 KiB
GLSL
/*********************************************************************NVMH3****
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Copyright NVIDIA Corporation 2003
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TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
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AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
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BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
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WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
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BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS)
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ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS
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BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
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Comments:
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Simple ocean shader with animated bump map and geometric waves
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Based partly on "Effective Water Simulation From Physical Models", GPU Gems
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11 Aug 05: converted from HLSL to GLSL by Jeff Doyle (nfz) to work in Ogre
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15 Jun 25: modified to work with OgreUnifiedShader.h
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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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uniform float BumpScale;
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uniform vec2 textureScale;
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uniform vec2 bumpSpeed;
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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 worldViewProj;
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uniform mat4 textureProjMatrix;
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uniform mat3 normalMatrix;
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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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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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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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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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