Updated water shader to support more settings (specular strength and reflection tint).
This was SVN commit r4317.
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@ -5,27 +5,28 @@ uniform vec3 cameraPos;
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uniform sampler2D normalMap;
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uniform sampler2D normalMap;
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uniform sampler2D reflectionMap;
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uniform sampler2D reflectionMap;
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uniform sampler2D refractionMap;
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uniform sampler2D refractionMap;
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uniform float shininess;
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uniform float shininess; // Blinn-Phong specular strength
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uniform float waviness;
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uniform float specularStrength; // Scaling for specular reflection (specular color is (this,this,this))
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uniform vec3 tint;
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uniform float waviness; // "Wildness" of the reflections and refractions; choose based on texture
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uniform float murkiness;
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uniform vec3 tint; // Tint for refraction (used to simulate particles in water)
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uniform float fullDepth;
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uniform float murkiness; // Amount of tint to blend in with the refracted colour
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uniform float fullDepth; // Depth at which to use full murkiness (shallower water will be clearer)
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uniform vec3 reflectionTint; // Tint for reflection (used for really muddy water)
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uniform float reflectionTintStrength; // Strength of reflection tint (how much of it to mix in)
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varying vec3 worldPos;
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varying vec3 worldPos;
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varying float w;
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varying float w;
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varying float waterDepth;
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varying float waterDepth;
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varying float losMod;
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varying float losMod;
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const vec3 specularColor = vec3(0.15, 0.15, 0.15);
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void main()
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void main()
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{
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{
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vec3 n, l, h, v; // Normal, light vector, half-vector and view vector (vector to eye)
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vec3 n, l, h, v; // Normal, light vector, half-vector and view vector (vector to eye)
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float ndotl, ndoth, ndotv;
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float ndotl, ndoth, ndotv;
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float fresnel;
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float fresnel;
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float myMurkiness; // Murkiness and tint at this pixel (tweaked based on lighting and depth)
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float myMurkiness; // Murkiness and tint at this pixel (tweaked based on lighting and depth)
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vec3 myTint;
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vec3 diffuse; // Diffuse colour at this pixel (ambient + diffuse terms)
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float t;
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float t; // Temporary variable
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vec2 reflCoords, refrCoords;
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vec2 reflCoords, refrCoords;
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vec3 reflColor, refrColor, specular;
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vec3 reflColor, refrColor, specular;
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@ -38,21 +39,25 @@ void main()
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ndoth = dot(n, h);
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ndoth = dot(n, h);
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ndotv = dot(n, v);
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ndotv = dot(n, v);
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fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
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diffuse = ambient + ndotl * sunColor;
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reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
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myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0);
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reflCoords += waviness * n.xz / w;
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fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
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refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords
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refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords
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refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy
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refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy
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reflColor = texture2D(reflectionMap, reflCoords).rgb;
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reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
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reflCoords += waviness * n.xz / w;
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myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0);
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reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, diffuse * reflectionTint,
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myTint = (ambient + ndotl * sunColor) * tint;
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reflectionTintStrength);
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refrColor = (0.6 + 0.4*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, myTint, myMurkiness);
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specular = pow(max(0.0, ndoth), shininess) * sunColor * specularColor;
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refrColor = mix((0.6 + 0.4*ndotl) * texture2D(refractionMap, refrCoords).rgb, diffuse * tint,
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myMurkiness);
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specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;
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gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
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gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
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