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 | struct a2v { |
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23 | float4 Position : POSITION; // in object space |
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24 | float2 TexCoord : TEXCOORD0; |
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25 | }; |
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26 | |
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27 | struct v2f { |
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28 | float4 Position : POSITION; // in clip space |
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29 | float3 rotMatrix1 : TEXCOORD0; // first row of the 3x3 transform from tangent to obj space |
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30 | float3 rotMatrix2 : TEXCOORD1; // second row of the 3x3 transform from tangent to obj space |
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31 | float3 rotMatrix3 : TEXCOORD2; // third row of the 3x3 transform from tangent to obj space |
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32 | |
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33 | float2 bumpCoord0 : TEXCOORD3; |
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34 | float2 bumpCoord1 : TEXCOORD4; |
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35 | float2 bumpCoord2 : TEXCOORD5; |
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36 | |
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37 | float3 eyeVector : TEXCOORD6; |
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38 | }; |
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39 | |
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40 | // wave functions |
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41 | |
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42 | struct Wave { |
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43 | float freq; // 2*PI / wavelength |
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44 | float amp; // amplitude |
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45 | float phase; // speed * 2*PI / wavelength |
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46 | float2 dir; |
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47 | }; |
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48 | |
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49 | v2f main(a2v IN, |
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50 | uniform float4x4 WorldViewProj, |
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51 | uniform float3 eyePosition, |
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52 | uniform float BumpScale, |
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53 | uniform float2 textureScale, |
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54 | uniform float2 bumpSpeed, |
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55 | uniform float time, |
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56 | uniform float waveFreq, |
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57 | uniform float waveAmp |
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58 | ) |
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59 | { |
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60 | v2f OUT; |
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61 | |
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62 | #define NWAVES 2 |
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63 | Wave wave[NWAVES] = { |
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64 | { 1.0, 1.0, 0.5, float2(-1, 0) }, |
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65 | { 2.0, 0.5, 1.7, float2(-0.7, 0.7) } |
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66 | }; |
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67 | |
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68 | wave[0].freq = waveFreq; |
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69 | wave[0].amp = waveAmp; |
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70 | |
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71 | wave[1].freq = waveFreq * 3.0; |
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72 | wave[1].amp = waveAmp * 0.33; |
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73 | |
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74 | float4 P = IN.Position; |
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75 | |
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76 | // sum waves |
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77 | float ddx = 0.0, ddy = 0.0; |
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78 | float deriv; |
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79 | float angle; |
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80 | |
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81 | // wave synthesis using two sine waves at different frequencies and phase shift |
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82 | for(int i = 0; i<NWAVES; ++i) |
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83 | { |
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84 | angle = dot(wave[i].dir, P.xz) * wave[i].freq + time * wave[i].phase; |
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85 | P.y += wave[i].amp * sin( angle ); |
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86 | // calculate derivate of wave function |
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87 | deriv = wave[i].freq * wave[i].amp * cos(angle); |
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88 | ddx -= deriv * wave[i].dir.x; |
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89 | ddy -= deriv * wave[i].dir.y; |
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90 | } |
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91 | |
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92 | // compute the 3x3 tranform from tangent space to object space |
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93 | // first rows are the tangent and binormal scaled by the bump scale |
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94 | |
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95 | OUT.rotMatrix1.xyz = BumpScale * normalize(float3(1, ddy, 0)); // Binormal |
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96 | OUT.rotMatrix2.xyz = BumpScale * normalize(float3(0, ddx, 1)); // Tangent |
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97 | OUT.rotMatrix3.xyz = normalize(float3(ddx, 1, ddy)); // Normal |
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98 | |
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99 | OUT.Position = mul(WorldViewProj, P); |
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100 | |
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101 | // calculate texture coordinates for normal map lookup |
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102 | OUT.bumpCoord0.xy = IN.TexCoord*textureScale + time * bumpSpeed; |
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103 | OUT.bumpCoord1.xy = IN.TexCoord*textureScale * 2.0 + time * bumpSpeed * 4.0; |
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104 | OUT.bumpCoord2.xy = IN.TexCoord*textureScale * 4.0 + time * bumpSpeed * 8.0; |
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105 | |
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106 | OUT.eyeVector = P.xyz - eyePosition; // eye position in vertex space |
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107 | return OUT; |
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108 | } |
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