[25] | 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: converted from HLSL to GLSL by Jeff Doyle (nfz) to work in Ogre |
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| 19 | |
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| 20 | ******************************************************************************/ |
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| 21 | |
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| 22 | uniform vec3 eyePosition; |
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| 23 | uniform float BumpScale; |
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| 24 | uniform vec2 textureScale; |
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| 25 | uniform vec2 bumpSpeed; |
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| 26 | uniform float time; |
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| 27 | uniform float waveFreq; |
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| 28 | uniform float waveAmp; |
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| 29 | |
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| 30 | varying mat3 rotMatrix; // transform from tangent to obj space |
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| 31 | varying vec2 bumpCoord0; |
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| 32 | varying vec2 bumpCoord1; |
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| 33 | varying vec2 bumpCoord2; |
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| 34 | varying vec3 eyeVector; |
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| 35 | |
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| 36 | // wave functions |
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| 37 | struct Wave { |
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| 38 | float freq; // 2*PI / wavelength |
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| 39 | float amp; // amplitude |
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| 40 | float phase; // speed * 2*PI / wavelength |
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| 41 | vec2 dir; |
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| 42 | }; |
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| 43 | |
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| 44 | |
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| 45 | void main(void) |
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| 46 | { |
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| 47 | |
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| 48 | #define NWAVES 2 |
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| 49 | |
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| 50 | Wave wave[NWAVES]; |
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| 51 | |
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| 52 | wave[0] = Wave( waveFreq, waveAmp, 0.5, vec2(-1, 0) ); |
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| 53 | wave[1] = Wave( 3.0 * waveFreq, 0.33 * waveAmp, 1.7, vec2(-0.7, 0.7) ); |
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| 54 | |
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| 55 | |
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| 56 | vec4 P = gl_Vertex; |
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| 57 | |
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| 58 | // sum waves |
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| 59 | float ddx = 0.0, ddy = 0.0; |
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| 60 | float deriv; |
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| 61 | float angle; |
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| 62 | |
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| 63 | // wave synthesis using two sine waves at different frequencies and phase shift |
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| 64 | for(int i = 0; i<NWAVES; ++i) |
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| 65 | { |
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| 66 | angle = dot(wave[i].dir, P.xz) * wave[i].freq + time * wave[i].phase; |
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| 67 | P.y += wave[i].amp * sin( angle ); |
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| 68 | // calculate derivate of wave function |
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| 69 | deriv = wave[i].freq * wave[i].amp * cos(angle); |
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| 70 | ddx -= deriv * wave[i].dir.x; |
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| 71 | ddy -= deriv * wave[i].dir.y; |
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| 72 | } |
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| 73 | |
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| 74 | // compute the 3x3 tranform from tangent space to object space |
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| 75 | // compute tangent basis |
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| 76 | vec3 T = normalize(vec3(1.0, ddy, 0.0)) * BumpScale; |
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| 77 | vec3 B = normalize(vec3(0.0, ddx, 1.0)) * BumpScale; |
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| 78 | vec3 N = normalize(vec3(ddx, 1.0, ddy)); |
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| 79 | |
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| 80 | rotMatrix = mat3(T, B, N); |
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| 81 | |
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| 82 | gl_Position = gl_ModelViewProjectionMatrix * P; |
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| 83 | |
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| 84 | // calculate texture coordinates for normal map lookup |
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| 85 | bumpCoord0.xy = gl_MultiTexCoord0.xy * textureScale + time * bumpSpeed; |
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| 86 | bumpCoord1.xy = gl_MultiTexCoord0.xy * textureScale * 2.0 + time * bumpSpeed * 4.0; |
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| 87 | bumpCoord2.xy = gl_MultiTexCoord0.xy * textureScale * 4.0 + time * bumpSpeed * 8.0; |
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| 88 | |
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| 89 | |
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| 90 | eyeVector = P.xyz - eyePosition; // eye position in vertex space |
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| 91 | } |
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