diff options
author | Eric Anholt <eric@anholt.net> | 2011-06-01 11:23:46 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2011-06-01 11:32:07 -0700 |
commit | f363c1467d745847b181f7ad24e59fcba055b5b5 (patch) | |
tree | d4aa6acaf2bc2fc90919c1f271c3eadccf644c4d /shaders | |
parent | 030dfc844d7671eed6d6e5c76e4ee6b502571a06 (diff) |
Add 0 A.D. shaders.
They appear to have only one linked program so far.
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/0ad/water_high.frag | 68 | ||||
-rw-r--r-- | shaders/0ad/water_high.vert | 22 |
2 files changed, 90 insertions, 0 deletions
diff --git a/shaders/0ad/water_high.frag b/shaders/0ad/water_high.frag new file mode 100644 index 0000000..865ff68 --- /dev/null +++ b/shaders/0ad/water_high.frag @@ -0,0 +1,68 @@ +uniform vec3 ambient; +uniform vec3 sunDir; +uniform vec3 sunColor; +uniform vec3 cameraPos; +uniform sampler2D normalMap; +uniform sampler2D reflectionMap; +uniform sampler2D refractionMap; +uniform sampler2D losMap; +uniform float shininess; // Blinn-Phong specular strength +uniform float specularStrength; // Scaling for specular reflection (specular color is (this,this,this)) +uniform float waviness; // "Wildness" of the reflections and refractions; choose based on texture +uniform vec3 tint; // Tint for refraction (used to simulate particles in water) +uniform float murkiness; // Amount of tint to blend in with the refracted colour +uniform float fullDepth; // Depth at which to use full murkiness (shallower water will be clearer) +uniform vec3 reflectionTint; // Tint for reflection (used for really muddy water) +uniform float reflectionTintStrength; // Strength of reflection tint (how much of it to mix in) + +varying vec3 worldPos; +varying float w; +varying float waterDepth; + +void main() +{ + vec3 n, l, h, v; // Normal, light vector, half-vector and view vector (vector to eye) + float ndotl, ndoth, ndotv; + float fresnel; + float myMurkiness; // Murkiness and tint at this pixel (tweaked based on lighting and depth) + float t; // Temporary variable + vec2 reflCoords, refrCoords; + vec3 reflColor, refrColor, specular; + float losMod; + + n = normalize(texture2D(normalMap, gl_TexCoord[0].st).xzy - vec3(0.5, 0.5, 0.5)); + l = -sunDir; + v = normalize(cameraPos - worldPos); + h = normalize(l + v); + + ndotl = dot(n, l); + ndoth = dot(n, h); + ndotv = dot(n, v); + + myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0); + + fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation + + refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords + refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy + + reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords + reflCoords += waviness * n.xz / w; + + reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint, + reflectionTintStrength); + + refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint, + myMurkiness); + + specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength; + + losMod = texture2D(losMap, gl_TexCoord[3].st).a; + + gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod; + + // Make alpha vary based on both depth (so it blends with the shore) and view angle (make it + // become opaque faster at lower view angles so we can't look "underneath" the water plane) + t = 18.0 * max(0.0, 0.7 - v.y); + gl_FragColor.a = 0.15 * waterDepth * (1.2 + t + fresnel); +} diff --git a/shaders/0ad/water_high.vert b/shaders/0ad/water_high.vert new file mode 100644 index 0000000..ec972f2 --- /dev/null +++ b/shaders/0ad/water_high.vert @@ -0,0 +1,22 @@ +uniform mat4 reflectionMatrix;
+uniform mat4 refractionMatrix;
+uniform mat4 losMatrix;
+uniform vec4 translation;
+
+attribute float vertexDepth;
+
+varying vec3 worldPos;
+varying float w;
+varying float waterDepth;
+
+void main()
+{
+ worldPos = gl_Vertex.xyz;
+ waterDepth = vertexDepth;
+ gl_TexCoord[0] = gl_MultiTexCoord0 + translation;
+ gl_TexCoord[1] = reflectionMatrix * gl_Vertex; // projective texturing
+ gl_TexCoord[2] = reflectionMatrix * gl_Vertex;
+ gl_TexCoord[3] = losMatrix * gl_Vertex;
+ w = gl_TexCoord[1].w;
+ gl_Position = ftransform();
+}
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