X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.fs;h=db92f97bd595cbc4176d8a434662856c0ed93eb1;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=c40e246f917819b0b871ecf669dffa72966cd106;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.fs b/shaders/scene_water.fs index c40e246..db92f97 100644 --- a/shaders/scene_water.fs +++ b/shaders/scene_water.fs @@ -11,16 +11,73 @@ uniform vec3 uBoard1; uniform vec3 uShoreColour; uniform vec3 uOceanColour; +uniform float uFresnel; +uniform float uWaterScale; +uniform vec4 uWaveSpeed; +#include "light_clearskies_stddef.glsl" #include "common_scene.glsl" #include "motion_vectors_fs.glsl" +// Pasted from common_world.glsl +vec3 water_compute_lighting( vec3 diffuse, vec3 normal, vec3 co ) +{ + float light_mask = compute_board_shadow(); + + if( g_light_preview == 1 ) + diffuse = vec3(0.75); + + // Lighting + vec3 halfview = uCamera - co; + float fdist = length(halfview); + halfview /= fdist; + + float world_shadow = newlight_compute_sun_shadow( + co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) ); + + vec3 total_light = clearskies_lighting( + normal, min( light_mask, world_shadow ), halfview ); + + vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz; + cube_coord = floor( cube_coord ); + + if( g_debug_indices == 1 ) + { + return rand33(cube_coord); + } + + if( g_debug_complexity == 1 ) + { + ivec3 coord = ivec3( cube_coord ); + uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); + + uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u); + return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 ); + } + + // FIXME: this coord should absolutely must be clamped! + + ivec3 coord = ivec3( cube_coord ); + uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 ); + + total_light += + scene_calculate_packed_light_patch( index_sample.x, + halfview, co, normal ) + * light_mask; + total_light += + scene_calculate_packed_light_patch( index_sample.y, + halfview, co, normal ) + * light_mask; + + return diffuse * total_light; +} + vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, - vec4 beneath, vec4 above ) + vec4 beneath, vec4 above, vec4 dudva ) { vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue); - float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0); + float ffresnel = pow(1.0-dot( vnorm, halfview ),uFresnel); vec3 lightdir = vec3(0.95,0.0,-0.3); vec3 specdir = reflect( -lightdir, vnorm ); @@ -29,11 +86,29 @@ vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, // Depth float depthblend = pow( beneath.r, 0.8 ); - // Composite - vec3 vsurface = mix(surface_tint, above.rgb, ffresnel ); - //vsurface += spec; + // Foam + float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 ); + fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0); - return vec4( vsurface,depthblend ); + vec4 surf = mix( vec4(surface_tint,depthblend), + vec4(1.0,1.0,1.0,0.5), fband ); + surf.rgb = water_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo ); + surf.rgb = mix(surf.rgb, above.rgb, ffresnel ); + + // Take a section of the sky function to give us a matching fog colour + vec3 fog_colour = clearskies_ambient( -halfview ); + float sun_theta = dot( -halfview, g_sun_dir.xyz ); + float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 ); + float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5; + + vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 ); + sun_colour *= sun_shape; + + fog_colour += sun_colour; + surf.rgb = scene_apply_fog( surf.rgb, fog_colour, + distance(uCamera, aWorldCo) ); + + return surf; } void main() @@ -44,20 +119,16 @@ void main() vec2 ssuv = gl_FragCoord.xy*uInvRes; // Surface colour composite - float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 ); + float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 ); - vec2 world_coord = aCo.xz * 0.008; - vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 ); + vec2 world_coord = aCo.xz * uWaterScale; + vec4 time_offsets = vec4( uTime ) * uWaveSpeed; vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5; vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5; vec3 surfnorm = dudva.rgb + dudvb.rgb; surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1); - // Foam - float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 ); - fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0); - // Lighting vec3 halfview = -normalize( aCo-uCamera ); @@ -69,8 +140,8 @@ void main() float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6); // Composite - vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above ); + vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above, dudva ); vsurface.a -= fdist; - oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband ); - oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo ); + + oColour = vsurface; }