!!cvardf r_glsl_turbscale_reflect=1 //simpler scaler !!cvardf r_glsl_turbscale_refract=1 //simpler scaler !!samps diffuse normalmap !!samps refract=0 //always present !!samps =REFLECT reflect=1 !!samps !REFLECT reflectcube !!permu FOG #include "sys/defs.h" //modifier: REFLECT (s_t2 is a reflection instead of diffusemap) //modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves) //modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves) //modifier: FRESNEL_EXP (5=water) //modifier: TXSCALE (wave size - 0.2) //modifier: RIPPLEMAP (s_t3 contains a ripplemap //modifier: TINT_REFR (some colour value) //modifier: TINT_REFL (some colour value) //modifier: ALPHA (mix in the normal water texture over the top) //modifier: USEMODS (use single-texture scrolling via tcmods - note, also forces the engine to actually use tcmod etc) //a few notes on DP compat: //'dpwater' makes numerous assumptions about DP internals //by default there is a single pass that uses the pass's normal tcmods //the fresnel has a user-supplied min+max rather than an exponent //both parts are tinted individually //if alpha is enabled, the regular water texture is blended over the top, again using the same crappy tcmods... //legacy crap #ifndef FRESNEL #define FRESNEL 5.0 #endif #ifndef TINT #define TINT 0.7,0.8,0.7 #endif #ifndef STRENGTH #define STRENGTH 0.1 #endif #ifndef TXSCALE #define TXSCALE 1 #endif //current values (referring to legacy defaults where needed) #ifndef FRESNEL_EXP #define FRESNEL_EXP 4.0 #endif #ifndef FRESNEL_MIN #define FRESNEL_MIN 0.0 #endif #ifndef FRESNEL_RANGE #define FRESNEL_RANGE 1.0 #endif #ifndef STRENGTH_REFL #define STRENGTH_REFL STRENGTH #endif #ifndef STRENGTH_REFR #define STRENGTH_REFR STRENGTH #endif #ifndef TXSCALE1 #define TXSCALE1 TXSCALE #endif #ifndef TXSCALE2 #define TXSCALE2 TXSCALE #endif #ifndef TINT_REFR #define TINT_REFR TINT #endif #ifndef TINT_REFL #define TINT_REFL 1.0,1.0,1.0 #endif #ifndef FOGTINT #define FOGTINT 0.2,0.3,0.2 #endif varying vec2 tc; varying vec4 tf; varying vec3 norm; varying vec3 eye; #ifdef VERTEX_SHADER void main (void) { tc = v_texcoord.st; tf = ftetransform(); norm = v_normal; eye = e_eyepos - v_position.xyz; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" void main (void) { vec2 stc; //screen tex coords vec2 ntc; //normalmap/diffuse tex coords vec3 n, refr, refl; float fres; float depth; stc = (1.0 + (tf.xy / tf.w)) * 0.5; //hack the texture coords slightly so that there are less obvious gaps stc.t -= 1.5*norm.z/1080.0; #if 0//def USEMODS ntc = tc; n = texture2D(s_normalmap, ntc).xyz - 0.5; #else //apply q1-style warp, just for kicks ntc.s = tc.s + sin(tc.t+e_time)*0.125; ntc.t = tc.t + sin(tc.s+e_time)*0.125; //generate the two wave patterns from the normalmap n = (texture2D(s_normalmap, vec2(TXSCALE1)*tc + vec2(e_time*0.1, 0.0)).xyz); n += (texture2D(s_normalmap, vec2(TXSCALE2)*tc - vec2(0, e_time*0.097)).xyz); n -= 1.0 - 4.0/256.0; #endif #ifdef RIPPLEMAP n += texture2D(s_ripplemap, stc).rgb*3.0; #endif n = normalize(n); //the fresnel term decides how transparent the water should be fres = pow(1.0-abs(dot(n, normalize(eye))), float(FRESNEL_EXP)) * float(FRESNEL_RANGE) + float(FRESNEL_MIN); #ifdef DEPTH float far = #include "cvar/gl_maxdist"; float near = #include "cvar/gl_mindist"; //get depth value at the surface float sdepth = gl_FragCoord.z; sdepth = (2.0*near) / (far + near - sdepth * (far - near)); sdepth = mix(near, far, sdepth); //get depth value at the ground beyond the surface. float gdepth = texture2D(s_refractdepth, stc).x; gdepth = (2.0*near) / (far + near - gdepth * (far - near)); if (gdepth >= 0.5) { gdepth = sdepth; depth = 0.0; } else { gdepth = mix(near, far, gdepth); depth = gdepth - sdepth; } //reduce the normals in shallow water (near walls, reduces the pain of linear sampling) if (depth < 100.0) n *= depth/100.0; #else depth = 1.0; #endif //refraction image (and water fog, if possible) refr = texture2D(s_refract, stc + n.st*float(STRENGTH_REFR)*float(r_glsl_turbscale_refract)).rgb * vec3(TINT_REFR); #ifdef DEPTH refr = mix(refr, vec3(FOGTINT), min(depth/4096.0, 1.0)); #endif #ifdef REFLECT //reflection/diffuse refl = texture2D(s_reflect, stc - n.st*float(STRENGTH_REFL)*float(r_glsl_turbscale_reflect)).rgb * vec3(TINT_REFL); #else refl = textureCube(s_reflectcube, n).rgb;// * vec3(TINT_REFL); #endif //interplate by fresnel refr = mix(refr, refl, fres); #ifdef ALPHA vec4 ts = texture2D(s_diffuse, ntc); vec4 surf = fog4blend(vec4(ts.rgb, float(ALPHA)*ts.a)); refr = mix(refr, surf.rgb, surf.a); #else refr = fog3(refr); #endif //done gl_FragColor = vec4(refr, 1.0); } #endif