45 lines
1.3 KiB
GLSL
45 lines
1.3 KiB
GLSL
// oceanHLSL_Cg.frag
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// fragment program for Ocean water simulation
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// 04 Aug 2005
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// adapted for Ogre by nfz
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// original shader source from Render Monkey 1.6 Reflections Refractions.rfx
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// can be used in both Cg and HLSL compilers
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// 06 Aug 2005: moved uvw calculation from fragment program into vertex program
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float4 main(float3 uvw: TEXCOORD0, float3 normal: TEXCOORD1, float3 vVec: TEXCOORD2,
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uniform float fadeBias,
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uniform float fadeExp,
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uniform float4 waterColor,
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uniform sampler Noise,
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uniform sampler skyBox
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) : COLOR
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{
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float3 noisy = tex3D(Noise, uvw).xyz;
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// convert to Signed noise
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float3 bump = 2 * noisy - 1;
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bump.xz *= 0.15;
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// Make sure the normal always points upwards
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// note that Ogres y axis is vertical (RM Z axis is vertical)
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bump.y = 0.8 * abs(bump.y) + 0.2;
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// Offset the surface normal with the bump
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bump = normalize(normal + bump);
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// Find the reflection vector
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float3 normView = normalize(vVec);
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float3 reflVec = reflect(normView, bump);
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// Ogre has z flipped for cubemaps
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reflVec.z = -reflVec.z;
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float4 refl = texCUBE(skyBox, reflVec);
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// set up for fresnel calc
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float lrp = 1 - dot(-normView, bump);
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// Interpolate between the water color and reflection for fresnel effect
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return lerp(waterColor, refl, saturate(fadeBias + pow(lrp, fadeExp)));
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}
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