2bc2bcac26
Screen-space reflections (hybrid w/planar reflections) & refractions!
93 lines
2.7 KiB
GLSL
93 lines
2.7 KiB
GLSL
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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uniform mat4 projectionViewMatrix;
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uniform mat4 modelMatrix;
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uniform mat4 viewMatrix;
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uniform vec3 viewOrigin;
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uniform float fogDistance;
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// [x, y]
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attribute vec2 positionAttribute;
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varying vec3 fogDensity;
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varying vec3 screenPosition;
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varying vec3 viewPosition;
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varying vec3 worldPosition;
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varying vec2 worldPositionOriginal;
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uniform sampler2D waveTexture1;
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uniform sampler2D waveTexture2;
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uniform sampler2D waveTexture3;
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void PrepareForShadow(vec3 worldOrigin, vec3 normal);
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vec4 FogDensity(float poweredLength);
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vec3 DisplaceWater(vec2 worldPos){
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vec4 waveCoord = worldPos.xyxy * vec4(vec2(0.08), vec2(0.15704))
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+ vec4(0., 0., 0.754, 0.1315);
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vec2 waveCoord2 = worldPos.xy * 0.02344 + vec2(.154, .7315);
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float wave = texture2DLod(waveTexture1, waveCoord.xy, 0.).w;
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float disp = mix(-0.1, 0.1, wave) * 0.4;
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float wave2 = texture2DLod(waveTexture2, waveCoord.zw, 0.).w;
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disp += mix(-0.1, 0.1, wave2) * 0.2;
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float wave3 = texture2DLod(waveTexture3, waveCoord2.xy, 0.).w;
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disp += mix(-0.1, 0.1, wave3) * 2.5;
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float waveSmoothed1 = texture2DLod(waveTexture3, waveCoord2.xy, 4.).w;
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float waveSmoothed2 = texture2DLod(waveTexture3, waveCoord2.xy + vec2(1.0 / 16.0, 0.0), 3.).w;
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float waveSmoothed3 = texture2DLod(waveTexture3, waveCoord2.xy + vec2(0.0, 1.0 / 16.0), 3.).w;
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vec2 dispHorz = vec2(waveSmoothed2 - waveSmoothed1, waveSmoothed3 - waveSmoothed1) * -16.;
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return vec3(dispHorz, disp * 4.);
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}
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void main() {
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vec4 vertexPos = vec4(positionAttribute.xy, 0., 1.);
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worldPosition = (modelMatrix * vertexPos).xyz;
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worldPositionOriginal = worldPosition.xy;
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worldPosition += DisplaceWater(worldPosition.xy);
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gl_Position = projectionViewMatrix * vec4(worldPosition, 1.);
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screenPosition = gl_Position.xyw;
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screenPosition.xy = (screenPosition.xy + screenPosition.z) * .5;
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vec4 viewPos = viewMatrix * vec4(worldPosition, 1.);
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vec2 horzRelativePos = worldPosition.xy - viewOrigin.xy;
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float horzDistance = dot(horzRelativePos, horzRelativePos);
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fogDensity = FogDensity(horzDistance).xyz;
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viewPosition = viewPos.xyz;
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PrepareForShadow(worldPosition, vec3(0., 0., -1.));
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}
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