// // Water shader. // Big, fat and ugly. // // All (most) things considered, I have converged to this particular way of rendering water: // // Vertex waves // No transparency. Solid color for deep water. // Fresnel law, reflects environment. // Phong speculars. // Ripples via animated normal map. Adjustable intensity, speed and scale. Affect reflection and speculars. #include "common.h" WORLD_MATRIX(WorldMatrix); uniform float4 nmAnimLerp; // ratio between normal map frames uniform float4 waveParams; // .x = frequency .y = phase .z = height uniform float4 WaterColor; // deep water color #ifdef PIN_HQ # define WATER_LOD 1 #else # define WATER_LOD 2 #endif #define LODBIAS (-1) float fadeFactor( float3 wspos ) { return saturate( -0.4f + 1.4f*length( G(CameraPosition) - wspos.xyz ) * G(FadeDistance_GlowFactor).y ); } float wave( float4 wspos ) { float x = sin( ( wspos.z - wspos.x - waveParams.y ) * waveParams.x ); float z = sin( ( wspos.z + wspos.x + waveParams.y ) * waveParams.x ); float p = (x + z) * waveParams.z; return p - p * fadeFactor( wspos.xyz ); } // perturbs the water mesh and vertex normals void makeWaves( inout float4 wspos, inout float3 wsnrm ) { #if WATER_LOD == 0 float gridSize = 4.0f; float4 wspos1 = wspos; float4 wspos2 = wspos; wspos1.x += gridSize; wspos2.z += gridSize; wspos.y += wave(wspos) ; wspos1.y += wave(wspos1); wspos2.y += wave(wspos2); wsnrm = normalize( cross( wspos2.xyz - wspos.xyz, wspos1.xyz - wspos.xyz ) ); #elif WATER_LOD == 1 wspos.y += wave( wspos ); #else /* do n0thing */ #endif } struct V2P { float4 pos : POSITION; float4 tc0Fog : TEXCOORD0; float4 wspos : TEXCOORD1; float3 wsnrm : TEXCOORD2; float3 light : TEXCOORD3; float3 fade : TEXCOORD4; }; V2P water_vs( ATTR_INT4 pos : POSITION, ATTR_INT3 nrm : NORMAL ) { V2P o; // Decode vertex data float3 normal = (nrm - 127.0) / 127.0; normal = normalize(normal); float4 wspos = mul( WorldMatrix, pos ); float3 wsnrm = normal; wspos.y -= 2*waveParams.z; makeWaves( /*INOUT*/ wspos, /*INOUT*/ wsnrm ); o.wspos = wspos; o.wsnrm = wsnrm; if( normal.y < 0.01f ) o.wsnrm = normal; // box mapping //float3x2 m = { wspos.xz, wspos.xy, wspos.yz }; //float2 tcselect = mul( abs( nrm.yzx ), m ); float2 tcselect; float3 wspostc = float3( wspos.x, -wspos.y, wspos.z ); tcselect.x = dot( abs( normal.yxz ), wspostc.xzx ); tcselect.y = dot( abs( normal.yxz ), wspostc.zyy ); o.pos = mul( G(ViewProjection), wspos ); o.tc0Fog.xy = tcselect * .05f; o.tc0Fog.z = saturate( (G(FogParams).z - o.pos.w) * G(FogParams).w ); o.tc0Fog.w = LODBIAS; o.light = lgridPrepareSample(lgridOffset(wspos.xyz, wsnrm.xyz)); o.fade.x = fadeFactor( wspos.xyz ); o.fade.y = (1-o.fade.x) * saturate( dot( wsnrm, -G(Lamp0Dir) ) ) * 100; o.fade.z = 1 - 0.9*saturate1( exp( -0.005 * length( G(CameraPosition) - wspos.xyz ) ) ); return o; } ////////////////////////////////////////////////////////////////////////////// TEX_DECLARE2D(NormalMap1, 0); TEX_DECLARE2D(NormalMap2, 1); TEX_DECLARECUBE(EnvMap, 2); LGRID_SAMPLER(LightMap, 3); TEX_DECLARE2D(LightMapLookup, 4); float3 pixelNormal( float4 tc0 ) { float4 nm1 = tex2Dbias( NormalMap1, tc0 ); #if WATER_LOD <= 1 float4 nm2 = tex2Dbias( NormalMap2, tc0 ); float4 nm3 = lerp( nm1, nm2, nmAnimLerp.xxxx ); #else float4 nm3 = nm1; #endif return nmapUnpack( nm3 ); } // Fresnel approximation. N1 and N2 are refractive indices. // for above water, use n1 = 1, n2 = 1.3, for underwater use n1 = 1.3, n2 = 1 float fresnel( float3 N, float3 V, float n1, float n2, float p, float fade ) { #if WATER_LOD == 0 float r0 = (n1-n2)/(n1+n2); r0 *= r0; return r0 + (1-r0) * pow( 1 - abs( dot( normalize(N), V ) ), p ); #else return 0.1 + saturate( - 1.9 * abs( dot( N, V ) ) + 0.8); // HAXX! //return 1 - 2 * abs( dot( N, V ) ); #endif } float4 envColor( float3 N, float3 V, float fade ) { float3 dir = reflect( V, N ); return texCUBE(EnvMap, dir) * 0.91f; } float4 deepWaterColor(float4 light) { //float4 tint = 5*float4( 0.1f, 0.1f, 0.13f, 1); float4 tint = 0.8f*float4( 118, 143, 153, 255 ) / 255; return (light + texCUBEbias( EnvMap, float4( 0,1,0, 10.0f) )) * tint; } ////////////////////////////////////////// ////////////////////////////////////////// float4 water_ps( V2P v ) : COLOR0 { float4 WaterColorTest = 0.5 * float4( 26, 169, 185, 0 ) / 255; float4 FogColorTest = 0.8 * float4( 35, 107, 130, 0 ) / 255; float3 N2 = v.wsnrm; float3 N1 = pixelNormal( v.tc0Fog ).xzy; float3 N3 = 0.5*(N2 + N1); N3 = lerp( N3, N2, v.fade.z ); float3 L = /*normalize*/(-G(Lamp0Dir).xyz); float3 E = normalize( G(CameraPosition) - v.wspos.xyz ); float4 light = lgridSample(TEXTURE(LightMap), TEXTURE(LightMapLookup), v.light.xyz); float fre = fresnel( N3, E, 1.0f, 1.3f, 5, v.fade.x ); float3 diffuse = deepWaterColor(light).rgb; float3 env = envColor( N3, -E, v.fade.x ).rgb; float3 R = reflect( -L, N1 ); #if WATER_LOD <= 1 float specular = pow( saturate0( dot( R, E ) ), 1600 ) * L.y * 100; // baseline # ifndef GLSLES specular = 0.65 * saturate1( specular * saturate0( light.a - 0.4f ) ); # endif #else float specular = 0; #endif float3 result = lerp( diffuse, env, fre ) + specular.xxx; result = lerp( G(FogColor).rgb, result, v.tc0Fog.z ); return float4( result, 1 ); }