!!permu FOG !!cvarb r_fog_exp2=true !!cvarf r_glsl_turbscale_reflect=1 !!cvarf r_glsl_turbscale_refract=1 !!cvarf gl_maxdist=8192 !!cvarf gl_mindist=4 !!samps normalmap diffuse 4 !!argb reflect=0 //s_t1 is a reflection instead of diffusemap !!argf strength_refl=0.1 //0.1 = fairly gentle, 0.2 = big waves !!argf strength_refr=0.1 //0.1 = fairly gentle, 0.2 = big waves !!argf fresnel_exp=5.0 //water should be around 5 !!argf fresnel_range=1.0 !!argf fresnel_min=1.0 !!argf txscale1=0.2 //wave strength !!argf txscale2=0.2 //wave strength !!argb ripplemap=0 //s_t2 contains a ripplemap !!arg3f tint_refr=0.7 0.8 0.7 //some colour value !!arg3f tint_refl=0.7 0.8 0.7 //some colour value !!argb depth=0 //s_t3 is a depth image !!argf alpha=0 //blend in the alpha channel !!arg3f fogtint=0.2 0.3 0.2 //tints as it gets deeper #include "sys/defs.h" #include "sys/fog.h" layout(location=0) varying vec2 tc; layout(location=1) varying vec4 tf; layout(location=2) varying vec3 norm; layout(location=3) 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 = tf; } #endif #ifdef FRAGMENT_SHADER #define s_refract s_t0 #define s_reflect s_t1 #define s_ripplemap s_t2 #define s_refractdepth s_t3 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_normalmap, arg_txscale1*tc + vec2(e_time*0.1, 0.0)).xyz); n += (texture2D(s_normalmap, arg_txscale2*tc - vec2(0, e_time*0.097)).xyz); n -= 1.0 - 4.0/256.0; if (arg_ripplemap) n += texture2D(s_ripplemap, stc).rgb*3.0; n = normalize(n); //the fresnel term decides how transparent the water should be fres = pow(1.0-abs(dot(n, normalize(eye))), arg_fresnel_exp) * arg_fresnel_range + arg_fresnel_min; if (arg_depth) { float far = cvar_gl_maxdist; float near = 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; //refraction image (and water fog, if possible) refr = texture2D(s_refract, stc + n.st*arg_strength_refr*cvar_r_glsl_turbscale_refract).rgb * arg_tint_refr; if (arg_depth) refr = mix(refr, arg_fogtint, min(depth/4096.0, 1.0)); //reflection/diffuse if (arg_reflect) refl = texture2D(s_reflect, stc - n.st*arg_strength_refl*cvar_r_glsl_turbscale_reflect).rgb * arg_tint_refl; else refl = texture2D(s_diffuse, ntc).xyz; //FIXME: add specular tints //interplate by fresnel refr = mix(refr, refl, fres); if (arg_alpha != 0) { vec4 ts = texture2D(s_diffuse, ntc); vec4 surf = fog4blend(vec4(ts.rgb, arg_alpha*ts.a)); refr = mix(refr, surf.rgb, surf.a); } //done gl_FragColor = vec4(refr, 1.0); } #endif