97 lines
3.4 KiB
GLSL
Executable File
97 lines
3.4 KiB
GLSL
Executable File
/*
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* Copyright (c) 2013, elvman
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY elvman ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL elvman BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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const float LOG2 = 1.442695;
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uniform vec3 CameraPosition; // Position of main position
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uniform float WaveHeight;
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uniform vec4 WaterColor;
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uniform float ColorBlendFactor;
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uniform sampler2D WaterBump; //coverage
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uniform sampler2D RefractionMap; //coverage
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uniform sampler2D ReflectionMap; //coverage
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uniform bool FogEnabled;
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uniform int FogMode;
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varying vec2 bumpMapTexCoord;
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varying vec3 refractionMapTexCoord;
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varying vec3 reflectionMapTexCoord;
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varying vec3 position3D;
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void main()
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{
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//bump color
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vec4 bumpColor = texture2D(WaterBump, bumpMapTexCoord);
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vec2 perturbation = WaveHeight * (bumpColor.rg - 0.5);
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//refraction
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vec2 ProjectedRefractionTexCoords = clamp(refractionMapTexCoord.xy / refractionMapTexCoord.z + perturbation, 0.0, 1.0);
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//calculate final refraction color
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vec4 refractiveColor = texture2D(RefractionMap, ProjectedRefractionTexCoords );
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//reflection
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vec2 ProjectedReflectionTexCoords = clamp(reflectionMapTexCoord.xy / reflectionMapTexCoord.z + perturbation, 0.0, 1.0);
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//calculate final reflection color
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vec4 reflectiveColor = texture2D(ReflectionMap, ProjectedReflectionTexCoords );
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//fresnel
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vec3 eyeVector = normalize(CameraPosition - position3D);
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vec3 upVector = vec3(0.0, 1.0, 0.0);
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//fresnel can not be lower than 0
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float fresnelTerm = max( dot(eyeVector, upVector), 0.0 );
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float fogFactor = 1.0;
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if (FogEnabled)
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{
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float z = gl_FragCoord.z / gl_FragCoord.w;
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if (FogMode == 1) //exp
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{
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float fogFactor = exp2(-gl_Fog.density * z * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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}
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else if (FogMode == 0) //linear
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{
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fogFactor = (gl_Fog.end - z) / (gl_Fog.end - gl_Fog.start);
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}
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else if (FogMode == 2) //exp2
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{
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * z * z * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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}
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}
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vec4 combinedColor = refractiveColor * fresnelTerm + reflectiveColor * (1.0 - fresnelTerm);
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vec4 finalColor = ColorBlendFactor * WaterColor + (1.0 - ColorBlendFactor) * combinedColor;
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gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );
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}
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