// oceanHLSL_Cg.frag // fragment program for Ocean water simulation // 04 Aug 2005 // adapted for Ogre by nfz // original shader source from Render Monkey 1.6 Reflections Refractions.rfx // can be used in both Cg and HLSL compilers // 06 Aug 2005: moved uvw calculation from fragment program into vertex program float4 main(float3 uvw: TEXCOORD0, float3 normal: TEXCOORD1, float3 vVec: TEXCOORD2, uniform float fadeBias, uniform float fadeExp, uniform float4 waterColor, uniform sampler Noise, uniform sampler skyBox ) : COLOR { // in OpenGL Ogre uses Devil 1.6.7 for loading dds textures. // But Devil buggers up the green and blue channels of the 3D // texture by setting them to zero so only the red channel has good data // Dx9 loads the texture properly but if we want things to look the same // between Dx9 and GL we only use the red channel for now until Devil dds issues are fixed float3 noisy = tex3D(Noise, uvw).xxx; // convert to Signed noise float3 bump = 2 * noisy - 1; bump.xz *= 0.15; // Make sure the normal always points upwards // note that Ogres y axis is vertical (RM Z axis is vertical) bump.y = 0.8 * abs(bump.y) + 0.2; // Offset the surface normal with the bump bump = normalize(normal + bump); // Find the reflection vector float3 normView = normalize(vVec); float3 reflVec = reflect(normView, bump); // Ogre has z flipped for cubemaps reflVec.z = -reflVec.z; float4 refl = texCUBE(skyBox, reflVec); // set up for fresnel calc float lrp = 1 - dot(-normView, bump); // Interpolate between the water color and reflection for fresnel effect return lerp(waterColor, refl, saturate(fadeBias + pow(lrp, fadeExp))); }