source: OGRE/trunk/ogrenew/Samples/Media/materials/programs/Ocean2GLSL.frag @ 692

Revision 692, 2.5 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/*********************************************************************NVMH3****
2Copyright NVIDIA Corporation 2003
3TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
4*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
5OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
6AND FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
7BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
8WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
9BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS)
10ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS
11BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
12
13
14Comments:
15        Simple ocean shader with animated bump map and geometric waves
16        Based partly on "Effective Water Simulation From Physical Models", GPU Gems
17       
1811 Aug 05: converted from HLSL to GLSL by Jeff Doyle (nfz) to work in Ogre
19
20******************************************************************************/
21
22
23uniform sampler2D NormalMap;
24uniform samplerCube EnvironmentMap;
25uniform vec4 deepColor;
26uniform vec4 shallowColor;
27uniform vec4 reflectionColor;
28uniform float reflectionAmount;
29uniform float waterAmount;
30uniform float fresnelPower;
31uniform float fresnelBias;
32uniform float hdrMultiplier;
33
34varying mat3 rotMatrix; // first row of the 3x3 transform from tangent to cube space
35varying vec2 bumpCoord0;
36varying vec2 bumpCoord1;
37varying vec2 bumpCoord2;
38varying vec3 eyeVector;
39
40
41void main(void)
42{
43        // sum normal maps
44        // sample from 3 different points so no texture repetition is noticeable
45    vec4 t0 = texture2D(NormalMap, bumpCoord0) * 2.0 - 1.0;
46    vec4 t1 = texture2D(NormalMap, bumpCoord1) * 2.0 - 1.0;
47    vec4 t2 = texture2D(NormalMap, bumpCoord2) * 2.0 - 1.0;
48    vec3 N = t0.xyz + t1.xyz + t2.xyz;
49
50    N = normalize(rotMatrix * N);
51
52        // reflection
53    vec3 E = normalize(eyeVector);
54    vec3 R = reflect(E, N);
55    // Ogre conversion for cube map lookup
56    R.z = -R.z;
57
58    vec4 reflection = textureCube(EnvironmentMap, R);
59    // cheap hdr effect
60    reflection.rgb *= (reflection.r + reflection.g + reflection.b) * hdrMultiplier;
61
62        // fresnel
63    float facing = 1.0 - dot(-E, N);
64    float fresnel = clamp(fresnelBias + pow(facing, fresnelPower), 0.0, 1.0);
65
66    vec4 waterColor = mix(shallowColor, deepColor, facing) * waterAmount;
67   
68    reflection = mix(waterColor,  reflection * reflectionColor, fresnel) * reflectionAmount;
69    gl_FragColor = waterColor + reflection;
70}
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