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@@ -12,6 +12,7 @@ uniform DEPTHTEXTURE m_DepthTexture;
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uniform sampler2D m_HeightMap;
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uniform sampler2D m_NormalMap;
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uniform sampler2D m_FoamMap;
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+uniform sampler2D m_CausticsMap;
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uniform sampler2D m_ReflectionMap;
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uniform mat4 m_ViewProjectionMatrixInverse;
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@@ -38,11 +39,6 @@ uniform vec2 m_WindDirection;
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uniform float m_SunScale;
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uniform float m_WaveScale;
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-uniform bool m_UseRipples,
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- m_UseHQShoreline,
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- m_UseSpecular,
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- m_UseFoam,
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- m_UseRefraction;
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vec2 scale = vec2(m_WaveScale, m_WaveScale);
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float refractionScale = m_WaveScale;
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@@ -115,8 +111,124 @@ float fresnelTerm(in vec3 normal,in vec3 eyeVec){
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return saturate(fresnel * (1.0 - saturate(m_R0)) + m_R0 - m_RefractionStrength);
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}
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+vec2 m_FrustumNearFar=vec2(1.0,50);
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+const float LOG2 = 1.442695;
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+
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+vec4 underWater(int sampleNum){
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+
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+
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+ float sceneDepth = fetchTextureSample(m_DepthTexture, texCoord, sampleNum).r;
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+ vec3 color2 = fetchTextureSample(m_Texture, texCoord, sampleNum).rgb;
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+
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+ vec3 position = getPosition(sceneDepth, texCoord);
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+ float level = m_WaterHeight;
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+
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+ vec3 eyeVec = position - m_CameraPosition;
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+
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+ // Find intersection with water surface
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+ vec3 eyeVecNorm = normalize(eyeVec);
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+ float t = (level - m_CameraPosition.y) / eyeVecNorm.y;
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+ vec3 surfacePoint = m_CameraPosition + eyeVecNorm * t;
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+
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+ vec2 texC = vec2(0.0);
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+
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+ float cameraDepth = length(m_CameraPosition - surfacePoint);
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+ texC = (surfacePoint.xz + eyeVecNorm.xz) * scale + m_Time * 0.03 * m_WindDirection;
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+ float bias = texture(m_HeightMap, texC).r;
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+ level += bias * m_MaxAmplitude;
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+ t = (level - m_CameraPosition.y) / eyeVecNorm.y;
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+ surfacePoint = m_CameraPosition + eyeVecNorm * t;
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+ eyeVecNorm = normalize(m_CameraPosition - surfacePoint);
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+
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+ // Find normal of water surface
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+ float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1, 0)).r;
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+ float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1, 0)).r;
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+ float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0, -1)).r;
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+ float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0, 1)).r;
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+
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+ vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
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+ vec3 normal = myNormal*-1.0;
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+ float fresnel = fresnelTerm(normal, eyeVecNorm);
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+
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+ vec3 refraction = color2;
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+ #ifdef ENABLE_REFRACTION
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+ texC = texCoord.xy *sin (fresnel+1.0);
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+ #ifdef RESOLVE_MS
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+ ivec2 iTexC = ivec2(texC * textureSize(m_Texture));
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+ refraction = texelFetch(m_Texture, iTexC, sampleNum).rgb;
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+ #else
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+ ivec2 iTexC = ivec2(texC * textureSize(m_Texture, 0));
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+ refraction = texelFetch(m_Texture, iTexC, 0).rgb;
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+ #endif
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+ #endif
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+
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+ float waterCol = saturate(length(m_LightColor.rgb) / m_SunScale);
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+ refraction = mix(mix(refraction, m_DeepWaterColor.rgb * waterCol, m_WaterTransparency), m_WaterColor.rgb* waterCol,m_WaterTransparency);
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+
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+ vec3 foam = vec3(0.0);
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+ #ifdef ENABLE_FOAM
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+ texC = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * m_WindDirection + sin(m_Time * 0.001 + position.x) * 0.005;
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+ vec2 texCoord2 = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.1 * m_WindDirection + sin(m_Time * 0.001 + position.z) * 0.005;
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+
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+ if(m_MaxAmplitude - m_FoamExistence.z> 0.0001){
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+ foam += ((texture2D(m_FoamMap, texC) + texture2D(m_FoamMap, texCoord2)) * m_FoamIntensity * m_FoamIntensity * 0.3 *
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+ saturate((level - (m_WaterHeight + m_FoamExistence.z)) / (m_MaxAmplitude - m_FoamExistence.z))).rgb;
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+ }
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+ foam *= m_LightColor.rgb;
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+ #endif
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+
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+
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+
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+ vec3 specular = vec3(0.0);
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+ vec3 color ;
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+ float fogFactor;
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+
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+ if(position.y>level){
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+ #ifdef ENABLE_SPECULAR
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+ if(step(0.9999,sceneDepth)==1.0){
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+ vec3 lightDir=normalize(m_LightDir);
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+ vec3 mirrorEye = (2.0 * dot(eyeVecNorm, normal) * normal - eyeVecNorm);
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+ float dotSpec = saturate(dot(mirrorEye.xyz, -lightDir) * 0.5 + 0.5);
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+ specular = vec3((1.0 - fresnel) * saturate(-lightDir.y) * ((pow(dotSpec, 512.0)) * (m_Shininess * 1.8 + 0.2)));
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+ specular += specular * 25.0 * saturate(m_Shininess - 0.05);
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+ specular=specular * m_LightColor.rgb * 100.0;
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+ }
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+ #endif
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+ float fogIntensity= 8 * m_WaterTransparency;
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+ fogFactor = exp2( -fogIntensity * fogIntensity * cameraDepth * 0.03 * LOG2 );
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+ fogFactor = clamp(fogFactor, 0.0, 1.0);
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+ color =mix(m_DeepWaterColor.rgb,refraction,fogFactor);
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+ specular=specular*fogFactor;
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+ color = saturate(color + max(specular, foam ));
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+ }else{
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+ vec3 caustics = vec3(0.0);
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+ #ifdef ENABLE_CAUSTICS
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+ vec2 windDirection=m_WindDirection;
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+ texC = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.x) * 0.01;
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+ vec2 texCoord2 = (position.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * windDirection + sin(m_Time + position.z) * 0.01;
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+ caustics += (texture2D(m_CausticsMap, texC)+ texture2D(m_CausticsMap, texCoord2)).rgb;
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+ caustics *= m_WaterColor.rgb;
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+ color=mix(color2, caustics,0.6);
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+ #else
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+ color=color2;
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+ #endif
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+
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+ float fogDepth= (2.0 * m_FrustumNearFar.x) / (m_FrustumNearFar.y + m_FrustumNearFar.x - sceneDepth* (m_FrustumNearFar.y-m_FrustumNearFar.x));
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+ float fogIntensity= 18 * m_WaterTransparency;
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+ fogFactor = exp2( -fogIntensity * fogIntensity * fogDepth * fogDepth * LOG2 );
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+ fogFactor = clamp(fogFactor, 0.0, 1.0);
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+ color =mix(m_DeepWaterColor.rgb,color,fogFactor);
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+ }
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+
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+ return vec4(color, 1.0);
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+}
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// NOTE: This will be called even for single-sampling
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vec4 main_multiSample(int sampleNum){
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+ // If we are underwater let's call the underwater function
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+ if(m_WaterHeight >= m_CameraPosition.y){
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+
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+ return underWater(sampleNum);
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+ }
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float sceneDepth = fetchTextureSample(m_DepthTexture, texCoord, sampleNum).r;
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vec3 color2 = fetchTextureSample(m_Texture, texCoord, sampleNum).rgb;
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@@ -125,22 +237,17 @@ vec4 main_multiSample(int sampleNum){
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vec3 position = getPosition(sceneDepth, texCoord);
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float level = m_WaterHeight;
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-
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- // If we are underwater let's leave out complex computations
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- if(level >= m_CameraPosition.y){
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- return vec4(color2, 1.0);
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- }
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-
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+
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float isAtFarPlane = step(0.99998, sceneDepth);
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//#ifndef ENABLE_RIPPLES
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// This optimization won't work on NVIDIA cards if ripples are enabled
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if(position.y > level + m_MaxAmplitude + isAtFarPlane * 100.0){
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+
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return vec4(color2, 1.0);
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}
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//#endif
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- vec3 eyeVec = position - m_CameraPosition;
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- float diff = level - position.y;
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+ vec3 eyeVec = position - m_CameraPosition;
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float cameraDepth = m_CameraPosition.y - position.y;
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// Find intersection with water surface
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@@ -150,9 +257,9 @@ vec4 main_multiSample(int sampleNum){
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vec2 texC = vec2(0.0);
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int samples = 1;
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- if (m_UseHQShoreline){
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+ #ifdef ENABLE_HQ_SHORELINE
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samples = 10;
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- }
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+ #endif
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float biasFactor = 1.0 / samples;
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for (int i = 0; i < samples; i++){
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@@ -187,7 +294,7 @@ vec4 main_multiSample(int sampleNum){
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vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
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vec3 normal = vec3(0.0);
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- if (m_UseRipples){
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+ #ifdef ENABLE_RIPPLES
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texC = surfacePoint.xz * 0.8 + m_WindDirection * m_Time* 1.6;
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mat3 tangentFrame = computeTangentFrame(myNormal, eyeVecNorm, texC);
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vec3 normal0a = normalize(tangentFrame*(2.0 * texture(m_NormalMap, texC).xyz - 1.0));
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@@ -213,12 +320,12 @@ vec4 main_multiSample(int sampleNum){
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// gl_FragColor = vec4(color2 + normal*0.0001, 1.0);
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// return;
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//}
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- }else{
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+ #else
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normal = myNormal;
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- }
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+ #endif
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vec3 refraction = color2;
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- if (m_UseRefraction){
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+ #ifdef ENABLE_REFRACTION
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// texC = texCoord.xy+ m_ReflectionDisplace * normal.x;
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texC = texCoord.xy;
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texC += sin(m_Time*1.8 + 3.0 * abs(position.y)) * (refractionScale * min(depth2, 1.0));
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@@ -229,7 +336,7 @@ vec4 main_multiSample(int sampleNum){
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ivec2 iTexC = ivec2(texC * textureSize(m_Texture, 0));
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refraction = texelFetch(m_Texture, iTexC, 0).rgb;
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#endif
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- }
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+ #endif
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vec3 waterPosition = surfacePoint.xyz;
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waterPosition.y -= (level - m_WaterHeight);
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@@ -249,8 +356,11 @@ vec4 main_multiSample(int sampleNum){
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refraction = mix(mix(refraction, m_WaterColor.rgb * waterCol, saturate(depthN / visibility)),
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m_DeepWaterColor.rgb * waterCol, saturate(depth2 / m_ColorExtinction));
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+
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+
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+
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vec3 foam = vec3(0.0);
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- if (m_UseFoam){
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+ #ifdef ENABLE_FOAM
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texC = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.05 * m_WindDirection + sin(m_Time * 0.001 + position.x) * 0.005;
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vec2 texCoord2 = (surfacePoint.xz + eyeVecNorm.xz * 0.1) * 0.05 + m_Time * 0.1 * m_WindDirection + sin(m_Time * 0.001 + position.z) * 0.005;
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@@ -267,10 +377,10 @@ vec4 main_multiSample(int sampleNum){
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saturate((level - (m_WaterHeight + m_FoamExistence.z)) / (m_MaxAmplitude - m_FoamExistence.z))).rgb;
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}
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foam *= m_LightColor.rgb;
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- }
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+ #endif
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vec3 specular = vec3(0.0);
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- if (m_UseSpecular){
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+ #ifdef ENABLE_SPECULAR
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vec3 lightDir=normalize(m_LightDir);
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vec3 mirrorEye = (2.0 * dot(eyeVecNorm, normal) * normal - eyeVecNorm);
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float dotSpec = saturate(dot(mirrorEye.xyz, -lightDir) * 0.5 + 0.5);
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@@ -278,7 +388,7 @@ vec4 main_multiSample(int sampleNum){
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specular += specular * 25.0 * saturate(m_Shininess - 0.05);
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//foam does not shine
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specular=specular * m_LightColor.rgb - (5.0 * foam);
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- }
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+ #endif
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color = mix(refraction, reflection, fresnel);
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color = mix(refraction, color, saturate(depth * m_ShoreHardness));
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