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ocean.frag
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ocean.frag
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#version 150
// "Seascape" by Alexander Alekseev aka TDM - 2014
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
int NUM_STEPS = 8;
float PI = 3.1415;
float EPSILON = 1e-3;
float EPSILON_NRM = 0.1;
// sea
int ITER_GEOMETRY = 3;
int ITER_FRAGMENT = 5;
float SEA_HEIGHT = 0.12313212;
float SEA_CHOPPY = 0.521312;
float SEA_SPEED = 3.2;
float SEA_FREQ = 0.32;
vec3 SEA_BASE = vec3(0.1,0.19,0.22);
vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
vec3 refract (vec3 I, vec3 N, float etaRatio)
{
float cosI = dot(-I, N);
float cosT2 = 1.0 - (etaRatio * etaRatio );
cosT2 *= ( 1.0 - ( cosI * cosI ) );
vec3 T = etaRatio * I + ((etaRatio * cosI - sqrt(abs(cosT2))) * N);
return T * vec3(min(0,cosT2));
//return vec3(0.0,0.0,0.0);
}
in float outtime;
in mat3 localSurface2World;
float SEA_TIME = outtime * SEA_SPEED;
mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
// math
mat3 fromEuler(vec3 ang) {
vec2 a1 = vec2(sin(ang.x),cos(ang.x));
vec2 a2 = vec2(sin(ang.y),cos(ang.y));
vec2 a3 = vec2(sin(ang.z),cos(ang.z));
mat3 m;
m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
return m;
}
float hash( vec2 p ) {
float h = dot(p,vec2(127.1,311.7));
return fract(sin(h)*43758.5453123);
}
float noise( in vec2 p ) {
vec2 i = floor( p );
vec2 f = fract( p );
vec2 u = f*f*(3.0-2.0*f);
return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
hash( i + vec2(1.0,0.0) ), u.x),
mix( hash( i + vec2(0.0,1.0) ),
hash( i + vec2(1.0,1.0) ), u.x), u.y);
}
// lighting
float diffuse(vec3 n,vec3 l,float p) {
return pow(dot(n,l) * 0.4 + 0.6,p);
}
float specular(vec3 n,vec3 l,vec3 e,float s) {
float nrm = (s + 8.0) / (3.1415 * 8.0);
return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
}
// sky
vec3 getSkyColor(vec3 e) {
e.y = max(e.y,0.0);
vec3 ret;
ret.x = pow(1.0-e.y,2.0);
ret.y = 1.0-e.y;
ret.z = 0.6+(1.0-e.y)*0.4;
return ret;
}
// sea
float sea_octave(vec2 uv, float choppy) {
uv += noise(uv);
vec2 wv = 1.0-abs(sin(uv));
vec2 swv = abs(cos(uv));
wv = mix(wv,swv,wv);
return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
}
float map(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_GEOMETRY; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return p.y - h;
}
float map_detailed(vec3 p) {
float freq = SEA_FREQ;
float amp = SEA_HEIGHT;
float choppy = SEA_CHOPPY;
vec2 uv = p.xz; uv.x *= 0.75;
float d, h = 0.0;
for(int i = 0; i < ITER_FRAGMENT; i++) {
d = sea_octave((uv+SEA_TIME)*freq,choppy);
d += sea_octave((uv-SEA_TIME)*freq,choppy);
h += d * amp;
uv *= octave_m; freq *= 1.9; amp *= 0.22;
choppy = mix(choppy,1.0,0.2);
}
return h - p.y;
}
vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) {
float fresnel = 1.0 - max(dot(n,-eye),0.0);
fresnel = pow(fresnel,3.0) * 0.65;
vec3 reflected = getSkyColor(reflect(eye,n));
vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12;
vec3 color = mix(refracted,reflected,fresnel);
float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0);
color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
color += vec3(specular(n,l,eye,60.0));
return color;
}
// tracing
vec3 getNormal(vec3 p, float eps) {
vec3 n;
n.y = map_detailed(p);
n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
n.y = eps;
return normalize(n);
}
float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) {
float tm = 0.0;
float tx = 1000.0;
float hx = map(ori + dir * tx);
if(hx > 0.0) return tx;
float hm = map(ori + dir * tm);
float tmid = 0.0;
for(int i = 0; i < NUM_STEPS; i++) {
tmid = mix(tm,tx, hm/(hm-hx));
p = ori + dir * tmid;
float hmid = map(p);
if(hmid < 0.0) {
tx = tmid;
hx = hmid;
} else {
tm = tmid;
hm = hmid;
}
}
return tmid;
}
//in vec4 tex_coord;
in vec2 uv_coord;
in vec4 direction;
in vec4 position;
in vec4 ori;
in vec4 light;
uniform samplerCube cube_texture;
out vec4 fragColor;
void main( void ) {
float x = fract(uv_coord.s * 100.0);
float y = fract(uv_coord.t * 100.0);
float f = smoothstep(0.425, 0.45, x) - smoothstep(0.475, 0.5, x);
float g = smoothstep(0.425, 0.45, y) - smoothstep(0.475, 0.5, y);
//fragColor = texture(cube_texture,normalize(vec3(tex_coord)));
//fragColor *= vec4(uv.s,uv.t,1.0f,1.0f);
//uv = uv * 2.0 - 1.0;
//uv.x *= iResolution.x / iResolution.y;
float time = outtime* SEA_TIME;
// ray
//vec3 ang = vec3(direction);
vec3 eye = vec3(ori);
vec3 dir = normalize(vec3(position) - vec3(ori));
/*
vec3 dir = normalize(vec3(direction));
dir.z += length(position) * 0.15;
//dir = normalize(dir) * fromEuler(ang);
//dir.z += length(position) * 0.15;
// tracing
vec3 p;
heightMapTracing(ori,dir,p);
vec3 dist = p - ori;
vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
vec3 light2 = normalize(vec3(light));
// color
vec3 color = getSeaColor(p,n,light2,dir,dist);
// post
fragColor = vec4(pow(color,vec3(0.75)), 1.0);
*/
float height = 1.0 + map(vec3(position));
vec3 ocean_normal = getNormal(vec3(position)+vec3(10000.0,0.0,0.0) ,EPSILON_NRM);// + vec3(1.0,1.0,1.0))*vec3(0.5,0.5,0.5);
vec3 env_lookup = reflect(normalize(dir),normalize(ocean_normal));
//vec3 temp = vec3(0.5*(vec3(1.0,1.0,1.0) + env_lookup));
//fragColor = vec4(temp.x,temp.y,temp.z,1.0);
//fragColor = vec4(env_lookup,1.0);
//fragColor=texture(cube_texture,normalize(vec3(env_lookup)));
//fragColor=vec4(w,w,w,1.0);
float facingRatio = max(0.0,1-dot(normalize(ocean_normal),normalize(dir)));
fragColor=mix(0.2*texture(cube_texture,normalize(vec3(ocean_normal))),0.0*texture(cube_texture,normalize(vec3(ocean_normal))),vec4(facingRatio,facingRatio,facingRatio,1.0));
fragColor+=mix(0.8*texture(cube_texture,normalize(vec3(env_lookup))),0.9*texture(cube_texture,normalize(vec3(env_lookup))),vec4(vec3(facingRatio,facingRatio,facingRatio),1.0));
//fragColor+=vec4(facingRatio,facingRatio,facingRatio,1.0);
}