1 | /*********************************************************************NVMH3**** |
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2 | Copyright NVIDIA Corporation 2003 |
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3 | TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED |
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4 | *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS |
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5 | OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY |
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6 | AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS |
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7 | BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES |
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8 | WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, |
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9 | BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) |
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10 | ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS |
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11 | BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. |
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12 | |
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13 | |
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14 | Comments: |
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15 | Simple ocean shader with animated bump map and geometric waves |
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16 | Based partly on "Effective Water Simulation From Physical Models", GPU Gems |
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17 | |
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18 | 11 Aug 05: converted from HLSL to GLSL by Jeff Doyle (nfz) to work in Ogre |
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19 | |
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20 | ******************************************************************************/ |
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21 | |
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22 | uniform vec3 eyePosition; |
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23 | uniform float BumpScale; |
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24 | uniform vec2 textureScale; |
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25 | uniform vec2 bumpSpeed; |
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26 | uniform float time; |
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27 | uniform float waveFreq; |
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28 | uniform float waveAmp; |
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29 | |
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30 | varying mat3 rotMatrix; // transform from tangent to obj space |
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31 | varying vec2 bumpCoord0; |
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32 | varying vec2 bumpCoord1; |
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33 | varying vec2 bumpCoord2; |
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34 | varying vec3 eyeVector; |
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35 | |
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36 | // wave functions |
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37 | struct Wave { |
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38 | float freq; // 2*PI / wavelength |
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39 | float amp; // amplitude |
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40 | float phase; // speed * 2*PI / wavelength |
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41 | vec2 dir; |
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42 | }; |
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43 | |
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44 | |
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45 | void main(void) |
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46 | { |
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47 | |
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48 | #define NWAVES 2 |
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49 | |
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50 | Wave wave[NWAVES]; |
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51 | |
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52 | wave[0] = Wave( waveFreq, waveAmp, 0.5, vec2(-1, 0) ); |
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53 | wave[1] = Wave( 3.0 * waveFreq, 0.33 * waveAmp, 1.7, vec2(-0.7, 0.7) ); |
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54 | |
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55 | |
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56 | vec4 P = gl_Vertex; |
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57 | |
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58 | // sum waves |
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59 | float ddx = 0.0, ddy = 0.0; |
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60 | float deriv; |
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61 | float angle; |
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62 | |
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63 | // wave synthesis using two sine waves at different frequencies and phase shift |
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64 | for(int i = 0; i<NWAVES; ++i) |
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65 | { |
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66 | angle = dot(wave[i].dir, P.xz) * wave[i].freq + time * wave[i].phase; |
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67 | P.y += wave[i].amp * sin( angle ); |
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68 | // calculate derivate of wave function |
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69 | deriv = wave[i].freq * wave[i].amp * cos(angle); |
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70 | ddx += deriv * wave[i].dir.x; |
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71 | ddy += deriv * wave[i].dir.y; |
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72 | } |
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73 | |
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74 | gl_Position = gl_ModelViewProjectionMatrix * P; |
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75 | |
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76 | // calculate texture coordinates for normal map lookup |
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77 | bumpCoord0.xy = gl_MultiTexCoord0.xy * textureScale + time * bumpSpeed; |
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78 | bumpCoord1.xy = gl_MultiTexCoord0.xy * textureScale * 2.0 + time * bumpSpeed * 4.0; |
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79 | bumpCoord2.xy = gl_MultiTexCoord0.xy * textureScale * 4.0 + time * bumpSpeed * 8.0; |
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80 | |
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81 | // compute the 3x3 tranform from tangent space to object space |
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82 | // compute tangent basis |
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83 | vec3 B = normalize(vec3(1.0, ddx, 0.0)) * BumpScale; |
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84 | vec3 T = normalize(vec3(0.0, ddy, 1.0)) * BumpScale; |
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85 | vec3 N = normalize(vec3(-ddx, 1.0, -ddy)); |
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86 | |
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87 | rotMatrix = mat3(T, B, N); |
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88 | |
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89 | eyeVector = P.xyz - eyePosition; // eye position in vertex space |
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90 | } |
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