f13a87f021
fix r_softwarebanding fix r_waterstyle git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4842 fc73d0e0-1445-4013-8a0c-d673dee63da5
133 lines
3.3 KiB
GLSL
133 lines
3.3 KiB
GLSL
!!cvarf r_glsl_turbscale
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//modifier: REFLECT (s_t2 is a reflection instead of diffusemap)
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//modifier: STRENGTH (0.1 = fairly gentle, 0.2 = big waves)
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//modifier: FRESNEL (5=water)
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//modifier: TXSCALE (0.2 - wave strength)
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//modifier: RIPPLEMAP (s_t3 contains a ripplemap
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//modifier: TINT (some colour value)
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#ifndef FRESNEL
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#define FRESNEL 5.0
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#endif
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#ifndef STRENGTH
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#define STRENGTH 0.1
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#endif
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#ifndef TXSCALE
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#define TXSCALE 0.2
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#endif
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#ifndef TINT
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#define TINT vec3(0.7, 0.8, 0.7)
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#endif
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#ifndef FOGTINT
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#define FOGTINT vec3(0.2, 0.3, 0.2)
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#endif
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varying vec2 tc;
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varying vec4 tf;
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varying vec3 norm;
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varying vec3 eye;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec3 v_normal;
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uniform vec3 e_eyepos;
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void main (void)
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{
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tc = v_texcoord.st;
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tf = ftetransform();
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norm = v_normal;
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eye = e_eyepos - v_position.xyz;
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gl_Position = tf;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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#define s_refract s_t0
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#define s_reflect s_t1
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#define s_ripplemap s_t2
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#define s_refractdepth s_t3
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uniform float cvar_r_glsl_turbscale;
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uniform sampler2D s_normalmap;
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uniform sampler2D s_diffuse;
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uniform sampler2D s_refract; //refract
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uniform sampler2D s_reflect; //reflection
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uniform sampler2D s_refractdepth; //refraction depth
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uniform sampler2D s_ripplemap; //ripplemap
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uniform float e_time;
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void main (void)
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{
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vec2 stc, ntc;
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vec3 n, refr, refl;
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float fres;
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float depth;
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stc = (1.0 + (tf.xy / tf.w)) * 0.5;
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//hack the texture coords slightly so that there are no obvious gaps
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stc.t -= 1.5*norm.z/1080.0;
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//apply q1-style warp, just for kicks
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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//generate the two wave patterns from the normalmap
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n = (texture2D(s_normalmap, TXSCALE*tc + vec2(e_time*0.1, 0.0)).xyz);
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n += (texture2D(s_normalmap, TXSCALE*tc - vec2(0, e_time*0.097)).xyz);
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n -= 1.0 - 4.0/256.0;
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#ifdef RIPPLEMAP
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n += texture2D(s_ripplemap, stc).rgb*3.0;
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#endif
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//the fresnel term decides how transparent the water should be
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fres = pow(1.0-abs(dot(normalize(n), normalize(eye))), float(FRESNEL));
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#ifdef DEPTH
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float far = #include "cvar/gl_maxdist";
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float near = #include "cvar/gl_mindist";
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//get depth value at the surface
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float sdepth = gl_FragCoord.z;
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sdepth = (2.0*near) / (far + near - sdepth * (far - near));
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sdepth = mix(near, far, sdepth);
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//get depth value at the ground beyond the surface.
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float gdepth = texture2D(s_refractdepth, stc).x;
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gdepth = (2.0*near) / (far + near - gdepth * (far - near));
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if (gdepth >= 0.5)
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{
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gdepth = sdepth;
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depth = 0.0;
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}
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else
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{
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gdepth = mix(near, far, gdepth);
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depth = gdepth - sdepth;
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}
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//reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
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if (depth < 100.0)
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n *= depth/100.0;
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#else
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depth = 1.0;
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#endif
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//refraction image (and water fog, if possible)
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refr = texture2D(s_refract, stc + n.st*STRENGTH*cvar_r_glsl_turbscale).rgb * TINT;
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#ifdef DEPTH
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refr = mix(refr, FOGTINT, min(depth/4096.0, 1.0));
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#endif
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//reflection/diffuse
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#ifdef REFLECT
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refl = texture2D(s_reflect, stc - n.st*STRENGTH*cvar_r_glsl_turbscale).rgb;
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#else
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refl = texture2D(s_diffuse, ntc).xyz;
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#endif
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//FIXME: add specular
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//interplate by fresnel
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refr = mix(refr, refl, fres);
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//done
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gl_FragColor = vec4(refr, 1.0);
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}
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#endif
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