waterV.glsl
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上传日期:2021-03-01
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文件大小:2k
- /**
- * @file waterV.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
- */
- void calcAtmospherics(vec3 inPositionEye);
- uniform vec2 d1;
- uniform vec2 d2;
- uniform float time;
- uniform vec3 eyeVec;
- uniform float waterHeight;
- varying vec4 refCoord;
- varying vec4 littleWave;
- varying vec4 view;
- float wave(vec2 v, float t, float f, vec2 d, float s)
- {
- return (dot(d, v)*f + t*s)*f;
- }
- void main()
- {
- //transform vertex
- vec4 position = gl_Vertex;
- mat4 modelViewProj = gl_ModelViewProjectionMatrix;
-
- vec4 oPosition;
-
- //get view vector
- vec3 oEyeVec;
- oEyeVec.xyz = position.xyz-eyeVec;
-
- float d = length(oEyeVec.xy);
- float ld = min(d, 2560.0);
-
- position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
- view.xyz = oEyeVec;
-
- d = clamp(ld/1536.0-0.5, 0.0, 1.0);
- d *= d;
-
- oPosition = position;
- oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
- oPosition = modelViewProj * oPosition;
- refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
-
- //get wave position parameter (create sweeping horizontal waves)
- vec3 v = position.xyz;
- v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
-
- //push position for further horizon effect.
- position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- position.w = 1.0;
- position = position*gl_ModelViewMatrix;
-
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
-
-
- //pass wave parameters to pixel shader
- vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
- //get two normal map (detail map) texture coordinates
- littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13;
- littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1;
- view.w = bigWave.y;
- refCoord.w = bigWave.x;
-
- gl_Position = oPosition;
- }