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fteqw/plugins/hl2/glsl/vmt/water.glsl
eukara e4c4938efe
HL2 Plugin Improvements (#290)
* HL2 plugin: bunch of vmt parsing additions, and a hack to load old Left4Dead .vpk files.
2024-10-20 20:17:40 -07:00

185 lines
4.7 KiB
GLSL

!!cvardf r_glsl_turbscale_reflect=1 //simpler scaler
!!cvardf r_glsl_turbscale_refract=1 //simpler scaler
!!permu REFLECTCUBEMASK
!!samps diffuse normalmap
!!samps refract=0 //always present
!!samps reflect=1
!!samps =REFLECTCUBEMASK 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 0.25
#endif
#ifndef TXSCALE
#define TXSCALE 1
#endif
//current values (referring to legacy defaults where needed)
#ifndef FRESNEL_EXP
#define FRESNEL_EXP 5.0
#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 LQWATER
refl = textureCube(s_reflectcube, n).rgb;// * vec3(TINT_REFL);
#else
refl = texture2D(s_reflect, stc - n.st*float(STRENGTH_REFL)*float(r_glsl_turbscale_reflect)).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