2013-11-11 01:12:51 +09:00

88 lines
2.3 KiB
GLSL

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
uniform mat4 projectionViewMatrix;
uniform mat4 modelMatrix;
uniform mat4 viewModelMatrix;
uniform vec3 viewOrigin;
uniform float fogDistance;
// [x, y]
attribute vec2 positionAttribute;
varying vec3 fogDensity;
varying vec3 screenPosition;
varying vec3 viewPosition;
varying vec3 worldPosition;
uniform sampler2D waveTexture1;
uniform sampler2D waveTexture2;
uniform sampler2D waveTexture3;
void PrepareForShadow(vec3 worldOrigin, vec3 normal);
float DisplaceWater(vec2 worldPos){
vec4 waveCoord = worldPos.xyxy * vec4(vec2(0.08), vec2(0.15704))
+ vec4(0., 0., 0.754, 0.1315);
vec2 waveCoord2 = worldPos.xy * 0.02344 + vec2(.154, .7315);
vec4 wave = texture2DLod(waveTexture1, waveCoord.xy, 1.).xyzw;
float disp = mix(-0.1, 0.1, wave.w) * 1.;
vec4 wave2 = texture2DLod(waveTexture2, waveCoord.zw, 2.).xyzw;
disp += mix(-0.1, 0.1, wave2.w) * 0.5;
wave2 = texture2DLod(waveTexture3, waveCoord2.xy, 0.).xyzw;
disp += mix(-0.1, 0.1, wave2.w) * 2.5;
return disp * 4.;
}
void main() {
vec4 vertexPos = vec4(positionAttribute.xy, 0., 1.);
worldPosition = (modelMatrix * vertexPos).xyz;
worldPosition.z += DisplaceWater(worldPosition.xy);
gl_Position = projectionViewMatrix * vec4(worldPosition, 1.);
screenPosition = gl_Position.xyw;
screenPosition.xy = (screenPosition.xy + screenPosition.z) * .5;
vec4 viewPos = viewModelMatrix * vertexPos;
float distance = length(viewPos.xyz) / fogDistance;
distance = clamp(distance, 0., 1.);
fogDensity = vec3(distance);
fogDensity = pow(fogDensity, vec3(1., .9, .7));
fogDensity *= fogDensity;
viewPosition = viewPos.xyz;
PrepareForShadow((modelMatrix * vertexPos).xyz, vec3(0., 0., -1.));
}