Index: ps/trunk/binaries/data/mods/public/shaders/glsl/water_high.fs =================================================================== --- ps/trunk/binaries/data/mods/public/shaders/glsl/water_high.fs (revision 22340) +++ ps/trunk/binaries/data/mods/public/shaders/glsl/water_high.fs (revision 22341) @@ -1,377 +1,377 @@ #version 110 // Environment settings uniform vec3 ambient; uniform vec3 sunDir; uniform vec3 sunColor; uniform mat4 skyBoxRot; uniform vec3 cameraPos; uniform sampler2D losMap; uniform float waviness; // "Wildness" of the reflections and refractions; choose based on texture uniform vec3 color; // color of the water uniform vec3 tint; // Tint for refraction (used to simulate particles in water) uniform float murkiness; // Amount of tint to blend in with the refracted color uniform float windAngle; varying vec2 WindCosSin; uniform vec3 fogColor; uniform vec2 fogParams; uniform vec2 screenSize; uniform float time; varying float moddedTime; varying vec3 worldPos; varying float waterDepth; varying vec2 waterInfo; varying vec3 v; varying vec4 normalCoords; varying vec3 reflectionCoords; varying vec3 refractionCoords; varying vec2 losCoords; varying float fwaviness; uniform float mapSize; uniform samplerCube skyCube; uniform sampler2D normalMap; uniform sampler2D normalMap2; #if USE_FANCY_EFFECTS uniform sampler2D waterEffectsTexNorm; uniform sampler2D waterEffectsTexOther; #endif uniform vec4 waveParams1; // wavyEffect, BaseScale, Flattenism, Basebump uniform vec4 waveParams2; // Smallintensity, Smallbase, Bigmovement, Smallmovement uniform sampler2D reflectionMap; #if USE_REFRACTION uniform sampler2D refractionMap; #endif #if USE_REAL_DEPTH uniform sampler2D depthTex; #endif #if USE_SHADOWS_ON_WATER && USE_SHADOW varying vec4 v_shadow; #if USE_SHADOW_SAMPLER uniform sampler2DShadow shadowTex; #if USE_SHADOW_PCF uniform vec4 shadowScale; #endif #else uniform sampler2D shadowTex; #endif float get_shadow(vec4 coords) { #if USE_SHADOWS_ON_WATER && !DISABLE_RECEIVE_SHADOWS #if USE_SHADOW_SAMPLER #if USE_SHADOW_PCF vec2 offset = fract(coords.xy - 0.5); vec4 size = vec4(offset + 1.0, 2.0 - offset); vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (coords.xy - 0.5 * offset).xyxy) * shadowScale.zwzw; return (1.0 / 9.0) * dot(size.zxzx * size.wwyy, vec4(shadow2D(shadowTex, vec3(weight.zw, coords.z)).r, shadow2D(shadowTex, vec3(weight.xw, coords.z)).r, shadow2D(shadowTex, vec3(weight.zy, coords.z)).r, shadow2D(shadowTex, vec3(weight.xy, coords.z)).r)); #else return shadow2D(shadowTex, coords.xyz).r; #endif #else if (coords.z >= 1.0) return 1.0; return (coords.z <= texture2D(shadowTex, coords.xy).x ? 1.0 : 0.0); #endif #else return 1.0; #endif } #endif // TODO: convert this to something not only for AABBs struct Ray { vec3 Origin; vec3 Direction; }; float IntersectBox (in Ray ray, in vec3 minimum, in vec3 maximum) { vec3 OMIN = ( minimum - ray.Origin ) / ray.Direction; vec3 OMAX = ( maximum - ray.Origin ) / ray.Direction; vec3 MAX = max ( OMAX, OMIN ); return min ( MAX.x, min ( MAX.y, MAX.z ) ); } vec3 get_fog(vec3 color) { float density = fogParams.x; float maxFog = fogParams.y; const float LOG2 = 1.442695; float z = gl_FragCoord.z / gl_FragCoord.w; float fogFactor = exp2(-density * density * z * z * LOG2); fogFactor = fogFactor * (1.0 - maxFog) + maxFog; fogFactor = clamp(fogFactor, 0.0, 1.0); return mix(fogColor, color, fogFactor); } void main() { float fresnel; vec2 reflCoords, refrCoords; vec3 reflColor, refrColor, specular; float losMod; // Calculate water normals. float wavyEffect = waveParams1.r; float baseScale = waveParams1.g; float flattenism = waveParams1.b; float baseBump = waveParams1.a; float BigMovement = waveParams2.b; // This method uses 60 animated water frames. We're blending between each two frames // Scale the normal textures by waviness so that big waviness means bigger waves. vec3 ww1 = texture2D(normalMap, (normalCoords.st + normalCoords.zw * BigMovement * waviness / 10.0) * (baseScale - waviness / wavyEffect)).xzy; vec3 ww2 = texture2D(normalMap2, (normalCoords.st + normalCoords.zw * BigMovement * waviness / 10.0) * (baseScale - waviness / wavyEffect)).xzy; vec3 wwInterp = mix(ww1, ww2, moddedTime) - vec3(0.5, 0.0, 0.5); ww1.x = wwInterp.x * WindCosSin.x - wwInterp.z * WindCosSin.y; ww1.z = wwInterp.x * WindCosSin.y + wwInterp.z * WindCosSin.x; ww1.y = wwInterp.y; // Flatten them based on waviness. vec3 n = normalize(mix(vec3(0.0, 1.0, 0.0), ww1, clamp(baseBump + fwaviness / flattenism, 0.0, 1.0))); #if USE_FANCY_EFFECTS vec4 fancyeffects = texture2D(waterEffectsTexNorm, gl_FragCoord.xy / screenSize); n = mix(vec3(0.0, 1.0, 0.0), n, 0.5 + waterInfo.r / 2.0); n.xz = mix(n.xz, fancyeffects.rb, fancyeffects.a / 2.0); #else n = mix(vec3(0.0, 1.0, 0.0), n, 0.5 + waterInfo.r / 2.0); #endif n = vec3(-n.x, n.y, -n.z); // The final wave normal vector. // How perpendicular to the normal our view is. Used for fresnel. float ndotv = clamp(dot(n, v), 0.0, 1.0); // Fresnel for "how much reflection vs how much refraction". fresnel = clamp(((pow(1.1 - ndotv, 2.0)) * 1.5), 0.1, 0.75); // Approximation. I'm using 1.1 and not 1.0 because it causes artifacts, see #1714 // Specular lighting vectors vec3 specVector = reflect(sunDir, ww1); // pow is undefined for null or negative values, except on intel it seems. float specIntensity = clamp(pow(abs(dot(specVector, v)), 100.0), 0.0, 1.0); specular = specIntensity * 1.2 * mix(vec3(1.5), sunColor, 0.5); #if USE_SHADOWS_ON_WATER && USE_SHADOW float shadow = get_shadow(vec4(v_shadow.xy, v_shadow.zw)); #endif // for refraction, we want to adjust the value by v.y slightly otherwise it gets too different between "from above" and "from the sides". // And it looks weird (again, we are not used to seeing water from above). float fixedVy = max(v.y, 0.01); float murky = mix(200.0, 0.1, pow(murkiness, 0.25)); float depth; #if USE_REAL_DEPTH // Don't change these two. They should match the values in the config (TODO: dec uniforms). float zNear = 2.0; float zFar = 4096.0; // Compute real depth at the target point. float water_b = gl_FragCoord.z; float water_n = 2.0 * water_b - 1.0; float waterDBuffer = 2.0 * zNear * zFar / (zFar + zNear - water_n * (zFar - zNear)); float undisto_z_b = texture2D(depthTex, (gl_FragCoord.xy) / screenSize).x; float undisto_z_n = 2.0 * undisto_z_b - 1.0; float waterDepth_undistorted = (2.0 * zNear * zFar / (zFar + zNear - undisto_z_n * (zFar - zNear)) - waterDBuffer); // Set depth to the depth at the undistorted point. depth = waterDepth_undistorted; #else // fake depth computation: take the value at the vertex, add some if we are looking at a more oblique angle. depth = waterDepth / (min(0.5, v.y) * 1.5 * min(0.5, v.y) * 2.0); #endif #if USE_REFRACTION // for refraction we want to distort more as depth goes down. // 1) compute a distortion based on depth at the pixel. // 2) Re-sample the depth at the target point // 3) Sample refraction texture // distoFactor controls the amount of distortion relative to wave normals. float distoFactor = 0.5 + clamp(depth / 2.0, 0.0, 7.0); #if USE_REAL_DEPTH vec2 depthCoord = clamp((gl_FragCoord.xy) / screenSize - n.xz * distoFactor / refractionCoords.z, 0.001, 0.999); float z_b = texture2D(depthTex, depthCoord).x; float z_n = 2.0 * z_b - 1.0; float newDepth = (2.0 * zNear * zFar / (zFar + zNear - z_n * (zFar - zNear)) - waterDBuffer); // try to correct for fish. In general they'd look weirder without this fix. if (depth > newDepth + 3.0) distoFactor /= 2.0; // this in general will not fall on the fish but still look distorted. else depth = newDepth; #endif #if USE_FANCY_EFFECTS depth = max(depth, fancyeffects.a); if (waterDepth < 0.0) depth = 0.0; #endif // Distort the texture coords under where the water is to simulate refraction. refrCoords = (0.5 * refractionCoords.xy - n.xz * distoFactor) / refractionCoords.z + 0.5; vec3 refColor = texture2D(refractionMap, refrCoords).rgb; // Note, the refraction map is cleared using (255, 0, 0), so pixels outside of the water plane are pure red. // If we get a pure red fragment, use an undistorted/less distorted coord instead. // blur the refraction map, distoring using n so that it looks more random than it really is // and thus looks much better. float blur = (0.3 + clamp(n.x, -0.1, 0.1)) / refractionCoords.z; vec4 blurColor = vec4(refColor, 1.0); vec4 tex = texture2D(refractionMap, refrCoords + vec2(blur + n.x, blur + n.z)); blurColor += vec4(tex.rgb * tex.a, tex.a); tex = texture2D(refractionMap, refrCoords + vec2(-blur, blur + n.z)); blurColor += vec4(tex.rgb * tex.a, tex.a); tex = texture2D(refractionMap, refrCoords + vec2(-blur, -blur + n.x)); blurColor += vec4(tex.rgb * tex.a, tex.a); tex = texture2D(refractionMap, refrCoords + vec2(blur + n.z, -blur)); blurColor += vec4(tex.rgb * tex.a, tex.a); blurColor /= blurColor.a; float blurFactor = (distoFactor / 7.0); refColor = (refColor + blurColor.rgb * blurFactor) / (1.0 + blurFactor); // Apply water tint and murk color. float extFact = max(0.0, 1.0 - (depth * fixedVy / murky)); float ColextFact = max(0.0, 1.0 - (depth * fixedVy / murky)); vec3 colll = mix(refColor * tint, refColor, ColextFact); refrColor = mix(color, colll, extFact); #else #if USE_FANCY_EFFECTS depth = max(depth, fancyeffects.a); #endif // Apply water tint and murk color only. float extFact = max(0.0, 1.0 - (depth * fixedVy / murky)); float ColextFact = max(0.0, 1.0 - (depth * fixedVy / murky)); vec3 colll = mix(color * tint, color, ColextFact); refrColor = mix(color, colll, extFact); #endif // Reflections // 3 level of settings: // -If a player has refraction and reflection disabled, we return a gradient of blue based on the Y component. // -If a player has refraction OR reflection, we return a reflection of the actual skybox used. // -If a player has reflection enabled, we also return a reflection of actual entities where applicable. float reflMod = 0.75; vec3 eye = reflect(v, n); #if USE_REFLECTION || USE_REFRACTION #if USE_REFLECTION float refVY = clamp(v.y * 2.0, 0.05, 1.0); // Distort the reflection coords based on waves. reflCoords = (0.5 * reflectionCoords.xy - 15.0 * n.zx / refVY) / reflectionCoords.z + 0.5; vec4 refTex = texture2D(reflectionMap, reflCoords); reflColor = refTex.rgb; if (refTex.a < 0.99) { #endif // Calculate where we intersect with the skycube. Ray myRay = Ray(vec3(worldPos.x / 4.0, worldPos.y, worldPos.z / 4.0), eye); vec3 start = vec3(-1500.0 + mapSize / 2.0, -100.0, -1500.0 + mapSize / 2.0); vec3 end = vec3(1500.0 + mapSize / 2.0, 500.0, 1500.0 + mapSize / 2.0); float tmin = IntersectBox(myRay, start, end); vec4 newpos = vec4(-worldPos.x / 4.0, worldPos.y, -worldPos.z / 4.0, 1.0) + vec4(eye * tmin, 0.0) - vec4(-mapSize / 2.0, worldPos.y, -mapSize / 2.0, 0.0); newpos *= skyBoxRot; newpos.y *= 4.0; #if !USE_REFLECTION reflColor = textureCube(skyCube, newpos.rgb).rgb; #else // Interpolate between the sky color and nearby objects. reflColor = mix(textureCube(skyCube, (vec4(eye, 0.0) * skyBoxRot).xyz).rgb, refTex.rgb, refTex.a); } // reflMod is used to reduce the intensity of sky reflections, which otherwise are too extreme. reflMod = max(refTex.a, 0.75); #endif #else // Simplest case for reflection, return a gradient of blue based on Y component. reflColor = mix(vec3(0.76, 0.84, 0.92), vec3(0.24, 0.43, 0.71), -eye.y); #endif losMod = texture2D(losMap, losCoords.st).a; losMod = losMod < 0.03 ? 0.0 : losMod; vec3 color; #if USE_SHADOWS_ON_WATER && USE_SHADOW float fresShadow = mix(fresnel, fresnel * shadow, 0.05 + murkiness * 0.2); color = mix(refrColor, reflColor, fresShadow * reflMod); #else color = mix(refrColor, reflColor, fresnel * reflMod); #endif #if USE_SHADOWS_ON_WATER && USE_SHADOW color += shadow * specular; #else color += specular; #endif color = get_fog(color); #if USE_FANCY_EFFECTS vec4 FoamEffects = texture2D(waterEffectsTexOther, gl_FragCoord.xy / screenSize); vec3 foam1 = texture2D(normalMap, (normalCoords.st + normalCoords.zw * BigMovement * waviness / 10.0) * (baseScale - waviness / wavyEffect)).aaa; vec3 foam2 = texture2D(normalMap2, (normalCoords.st + normalCoords.zw * BigMovement * waviness / 10.0) * (baseScale - waviness / wavyEffect)).aaa; vec3 foam3 = texture2D(normalMap, normalCoords.st / 6.0 - normalCoords.zw * 0.02).aaa; vec3 foam4 = texture2D(normalMap2, normalCoords.st / 6.0 - normalCoords.zw * 0.02).aaa; vec3 foaminterp = mix(foam1, foam2, moddedTime); foaminterp *= mix(foam3, foam4, moddedTime); - foam1.x = foaminterp.x * WindCosSin.x - foaminterp.z * WindCosSin.y; + foam1.x = abs(foaminterp.x * WindCosSin.x) + abs(foaminterp.z * WindCosSin.y); - color += FoamEffects.r * FoamEffects.a * 0.4 + pow(foam1.x * (5.0 + waviness), (2.6 - waviness / 5.5)); + color += FoamEffects.r * FoamEffects.a * 0.4 + pow(foam1.x * (3.0 + waviness), 2.6 - waviness / 5.5); #endif float alpha = clamp(depth, 0.0, 1.0); #if !USE_REFRACTION alpha = (1.4 - extFact) * alpha; #endif gl_FragColor = vec4(color * losMod, alpha); }