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: heavily modified by Jeff Doyle (nfz) for Ogre |
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19 | |
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20 | ******************************************************************************/ |
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21 | |
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22 | |
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23 | |
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24 | struct v2f { |
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25 | float4 Position : POSITION; // in clip space |
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26 | float3 rotMatrix1 : TEXCOORD0; // first row of the 3x3 transform from tangent to obj space |
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27 | float3 rotMatrix2 : TEXCOORD1; // second row of the 3x3 transform from tangent to obj space |
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28 | float3 rotMatrix3 : TEXCOORD2; // third row of the 3x3 transform from tangent to obj space |
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29 | |
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30 | float2 bumpCoord0 : TEXCOORD3; |
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31 | float2 bumpCoord1 : TEXCOORD4; |
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32 | float2 bumpCoord2 : TEXCOORD5; |
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33 | |
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34 | float3 eyeVector : TEXCOORD6; |
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35 | }; |
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36 | |
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37 | |
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38 | float4 main(v2f IN, |
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39 | uniform sampler2D NormalMap, |
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40 | uniform samplerCUBE EnvironmentMap, |
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41 | uniform float4 deepColor, |
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42 | uniform float4 shallowColor, |
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43 | uniform float4 reflectionColor, |
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44 | uniform float reflectionAmount, |
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45 | uniform float reflectionBlur, |
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46 | uniform float waterAmount, |
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47 | uniform float fresnelPower, |
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48 | uniform float fresnelBias, |
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49 | uniform float hdrMultiplier |
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50 | ) : COLOR |
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51 | { |
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52 | // sum normal maps |
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53 | // sample from 3 different points so no texture repetition is noticeable |
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54 | float4 t0 = tex2D(NormalMap, IN.bumpCoord0) * 2.0 - 1.0; |
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55 | float4 t1 = tex2D(NormalMap, IN.bumpCoord1) * 2.0 - 1.0; |
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56 | float4 t2 = tex2D(NormalMap, IN.bumpCoord2) * 2.0 - 1.0; |
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57 | float3 N = t0.xyz + t1.xyz + t2.xyz; |
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58 | |
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59 | float3x3 m; // tangent to world matrix |
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60 | m[0] = IN.rotMatrix1; |
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61 | m[1] = IN.rotMatrix2; |
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62 | m[2] = IN.rotMatrix3; |
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63 | |
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64 | N = normalize( mul( N, m ) ); |
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65 | |
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66 | // reflection |
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67 | float3 E = normalize(IN.eyeVector); |
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68 | float4 R; |
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69 | R.xyz = reflect(E, N); |
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70 | // Ogre conversion for cube map lookup |
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71 | R.z = -R.z; |
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72 | R.w = reflectionBlur; |
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73 | float4 reflection = texCUBEbias(EnvironmentMap, R); |
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74 | // cheap hdr effect |
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75 | reflection.rgb *= (reflection.r + reflection.g + reflection.b) * hdrMultiplier; |
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76 | |
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77 | // fresnel |
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78 | float facing = 1.0 - max(dot(-E, N), 0); |
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79 | float fresnel = saturate(fresnelBias + pow(facing, fresnelPower)); |
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80 | |
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81 | float4 waterColor = lerp(shallowColor, deepColor, facing) * waterAmount; |
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82 | |
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83 | reflection = lerp(waterColor, reflection * reflectionColor, fresnel) * reflectionAmount; |
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84 | return waterColor + reflection; |
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85 | } |
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