waterF.glsl
上传用户:king477883
上传日期:2021-03-01
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文件大小:2k
- /**
- * @file waterF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- vec3 scaleSoftClip(vec3 inColor);
- vec3 atmosTransport(vec3 inColor);
- vec3 applyWaterFog(vec4 inColor);
- uniform sampler2D diffuseMap;
- uniform sampler2D bumpMap;
- uniform sampler2D screenTex;
- uniform sampler2D refTex;
- uniform float sunAngle;
- uniform float sunAngle2;
- uniform float scaledAngle;
- 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;
- uniform vec4 fogCol;
- //bigWave is (refCoord.w, view.w);
- varying vec4 refCoord;
- varying vec4 littleWave;
- varying vec4 view;
- void main()
- {
- vec3 viewVec = view.xyz;
- vec4 color;
-
- float dist = length(viewVec.xy);
-
- //normalize view vector
- viewVec = normalize(viewVec);
-
- //get wave normals
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef + dcol) * 0.5;
-
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
- wavef = normalize(wavef);
-
- //get base fresnel components
-
- float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- //get reflected color
- vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333));
- vec2 refvec = distort+refdistort/dist;
- vec4 refcol = texture2D(refTex, refvec);
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, lightExp);
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df);
- color.rgb += spec * specular;
-
- //color.rgb = applyWaterFog(color);//atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
- gl_FragColor = color;
- }