Added skybox reflection to water shader
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49b7055655
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33c5d89783
4 changed files with 31 additions and 21 deletions
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@ -43,6 +43,9 @@ void OpenGLWater::update()
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Color water_color = renderer->getScenery()->getWater()->material->_rgb;
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Color water_color = renderer->getScenery()->getWater()->material->_rgb;
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renderer->getSharedState()->set("waterColor", water_color);
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renderer->getSharedState()->set("waterColor", water_color);
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double water_reflection = renderer->getScenery()->getWater()->reflection;
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renderer->getSharedState()->set("waterReflection", water_reflection);
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renderer->getSharedState()->set("simplexSampler", NoiseFunctionSimplex::getNormalTexture(), true, true);
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renderer->getSharedState()->set("simplexSampler", NoiseFunctionSimplex::getNormalTexture(), true, true);
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}
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}
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@ -209,3 +209,24 @@ vec4 applyAerialPerspective(vec4 base)
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return base * vec4(attenuation, 0.0) + vec4(inscattering, 0.0);
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return base * vec4(attenuation, 0.0) + vec4(inscattering, 0.0);
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}
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}
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vec4 getSkyColor(vec3 location, vec3 direction)
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{
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float yoffset = GROUND_OFFSET - waterHeight;
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vec3 camera = vec3(location.x, max(location.y + yoffset, 0.0), location.z);
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vec3 x = vec3(0.0, Rg + camera.y * WORLD_SCALING, 0.0);
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vec3 v = normalize(direction);
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vec3 s = normalize(sunDirection * SUN_DISTANCE_SCALED - x);
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float r = length(x);
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float mu = dot(x, v) / r;
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float t = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rg * Rg);
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vec4 sunTransmittance = _sunTransmittance(v, s, r, mu, sunRadius);
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vec3 attenuation;
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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vec4 result = vec4(0.01, 0.012, 0.03, 1.0); // night sky
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result += sunTransmittance + vec4(inscattering, 0.0);
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return result;
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}
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@ -1,21 +1,5 @@
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void main(void)
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void main(void)
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{
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{
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float yoffset = GROUND_OFFSET - waterHeight;
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gl_FragColor = getSkyColor(cameraLocation, unprojected - cameraLocation);
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vec3 camera = vec3(cameraLocation.x, max(cameraLocation.y + yoffset, 0.0), cameraLocation.z);
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vec3 location = vec3(unprojected.x, max(unprojected.y + yoffset, 0.0), unprojected.z);
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vec3 x = vec3(0.0, Rg + camera.y * WORLD_SCALING, 0.0);
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vec3 v = normalize(location - camera);
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vec3 s = normalize(sunDirection * SUN_DISTANCE_SCALED - x);
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float r = length(x);
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float mu = dot(x, v) / r;
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float t = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rg * Rg);
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vec4 sunTransmittance = _sunTransmittance(v, s, r, mu, sunRadius);
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vec3 attenuation;
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vec3 inscattering = _getInscatterColor(x, t, v, s, r, mu, attenuation);
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gl_FragColor = vec4(0.01, 0.012, 0.03, 1.0); // night sky
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gl_FragColor += sunTransmittance + vec4(inscattering, 0.0);
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gl_FragColor = applyToneMapping(gl_FragColor);
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gl_FragColor = applyToneMapping(gl_FragColor);
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}
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}
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@ -1,5 +1,6 @@
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uniform vec4 waterColor;
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uniform vec4 waterColor;
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uniform sampler2D simplexSampler;
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uniform sampler2D simplexSampler;
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uniform float waterReflection;
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vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float shininess)
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vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float shininess)
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{
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{
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@ -24,15 +25,16 @@ vec4 applyLighting(vec3 location, vec3 normal, vec4 color, float shininess)
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void main(void)
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void main(void)
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{
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{
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//gl_FragColor = waterColor;
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//gl_FragColor = texture2D(simplexSampler, unprojected.xz * 0.01);
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vec3 normal = vec3(0.0, 0.0, 0.0);
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vec3 normal = vec3(0.0, 0.0, 0.0);
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for (float scaling = 1.0; scaling < 50.0; scaling *= 1.5)
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for (float scaling = 1.0; scaling < 400.0; scaling *= 1.5)
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{
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{
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normal += texture2D(simplexSampler, unprojected.xz * 0.01 * scaling).xyz;
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normal += texture2D(simplexSampler, unprojected.xz * 0.01 * scaling).xyz;
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}
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}
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normal = normalize(normal);
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gl_FragColor = applyLighting(unprojected, normalize(normal), waterColor, 100.0);
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gl_FragColor = applyLighting(unprojected, normal, waterColor, 100.0);
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gl_FragColor += getSkyColor(unprojected, reflect(unprojected - cameraLocation, normal)) * waterReflection;
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gl_FragColor = applyAerialPerspective(gl_FragColor);
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gl_FragColor = applyAerialPerspective(gl_FragColor);
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