258a4163ae
gles renderer can use fbos now. webgl now saves configs+savedgames persistently using localstorage. misc startup/manifest refinements. make nacl compile again. webgl port can now use #stuff to select different manifest files. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4733 fc73d0e0-1445-4013-8a0c-d673dee63da5
134 lines
3.3 KiB
GLSL
134 lines
3.3 KiB
GLSL
!!cvarf r_glsl_turbscale
|
|
//modifier: REFLECT (s_t2 is a reflection instead of diffusemap)
|
|
//modifier: STRENGTH (0.1 = fairly gentle, 0.2 = big waves)
|
|
//modifier: FRESNEL (5=water)
|
|
//modifier: TXSCALE (0.2 - wave strength)
|
|
//modifier: RIPPLEMAP (s_t3 contains a ripplemap
|
|
//modifier: TINT (some colour value)
|
|
|
|
#ifndef FRESNEL
|
|
#define FRESNEL 5.0
|
|
#endif
|
|
#ifndef STRENGTH
|
|
#define STRENGTH 0.1
|
|
#endif
|
|
#ifndef TXSCALE
|
|
#define TXSCALE 0.2
|
|
#endif
|
|
#ifndef TINT
|
|
#define TINT vec3(0.7, 0.8, 0.7)
|
|
#endif
|
|
#ifndef FOGTINT
|
|
#define FOGTINT vec3(0.2, 0.3, 0.2)
|
|
#endif
|
|
|
|
varying vec2 tc;
|
|
varying vec4 tf;
|
|
varying vec3 norm;
|
|
varying vec3 eye;
|
|
#ifdef VERTEX_SHADER
|
|
attribute vec2 v_texcoord;
|
|
attribute vec3 v_normal;
|
|
uniform vec3 e_eyepos;
|
|
void main (void)
|
|
{
|
|
tc = v_texcoord.st;
|
|
tf = ftetransform();
|
|
norm = v_normal;
|
|
eye = e_eyepos - v_position.xyz;
|
|
gl_Position = tf;
|
|
}
|
|
#endif
|
|
#ifdef FRAGMENT_SHADER
|
|
uniform float cvar_r_glsl_turbscale;
|
|
uniform sampler2D s_t0; //refract
|
|
uniform sampler2D s_t1; //normalmap
|
|
uniform sampler2D s_t2; //diffuse/reflection
|
|
#ifdef DEPTH
|
|
uniform sampler2D s_t3; //refraction depth
|
|
#define s_ripplemap s_t4
|
|
#else
|
|
#define s_ripplemap s_t3
|
|
#endif
|
|
#ifdef RIPPLEMAP
|
|
uniform sampler2D s_ripplemap; //ripplemap
|
|
#endif
|
|
|
|
uniform float e_time;
|
|
void main (void)
|
|
{
|
|
vec2 stc, ntc;
|
|
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 no obvious gaps
|
|
stc.t -= 1.5*norm.z/1080.0;
|
|
|
|
//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_t1, TXSCALE*tc + vec2(e_time*0.1, 0.0)).xyz);
|
|
n += (texture2D(s_t1, TXSCALE*tc - vec2(0, e_time*0.097)).xyz);
|
|
n -= 1.0 - 4.0/256.0;
|
|
|
|
#ifdef RIPPLEMAP
|
|
n += texture2D(s_ripplemap, stc).rgb*3.0;
|
|
#endif
|
|
|
|
//the fresnel term decides how transparent the water should be
|
|
fres = pow(1.0-abs(dot(normalize(n), normalize(eye))), float(FRESNEL));
|
|
|
|
#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_t3, 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_t0, stc + n.st*STRENGTH*cvar_r_glsl_turbscale).rgb * TINT;
|
|
#ifdef DEPTH
|
|
refr = mix(refr, FOGTINT, min(depth/4096.0, 1.0));
|
|
#endif
|
|
|
|
//reflection/diffuse
|
|
#ifdef REFLECT
|
|
refl = texture2D(s_t2, stc - n.st*STRENGTH*cvar_r_glsl_turbscale).rgb;
|
|
#else
|
|
refl = texture2D(s_t2, ntc).xyz;
|
|
#endif
|
|
//FIXME: add specular
|
|
|
|
//interplate by fresnel
|
|
refr = mix(refr, refl, fres);
|
|
|
|
//done
|
|
gl_FragColor = vec4(refr, 1.0);
|
|
}
|
|
#endif
|