#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" #include "std/math.glsl" uniform sampler2D gbufferD; uniform sampler2D tex; uniform sampler2D sbase; uniform sampler2D sdetail; uniform sampler2D sfoam; #ifdef _SSR uniform mat4 P; uniform mat3 V3; #ifdef _CPostprocess uniform vec3 PPComp9; uniform vec3 PPComp10; #endif #endif #ifdef _Rad uniform sampler2D senvmapRadiance; #endif uniform float time; uniform vec3 eye; uniform vec3 eyeLook; uniform vec2 cameraProj; uniform vec3 ld; uniform float envmapStrength; in vec2 texCoord; in vec3 viewRay; out vec4 fragColor; #ifdef _SSR vec3 hitCoord; float depth; const int numBinarySearchSteps = 7; const int maxSteps = int(ceil(1.0 / ssrRayStep) * ssrSearchDist); vec2 getProjectedCoord(const vec3 hit) { vec4 projectedCoord = P * vec4(hit, 1.0); projectedCoord.xy /= projectedCoord.w; projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5; #ifdef _InvY projectedCoord.y = 1.0 - projectedCoord.y; #endif return projectedCoord.xy; } float getDeltaDepth(const vec3 hit) { depth = textureLod(gbufferD, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0; vec3 viewPos = getPosView(viewRay, depth, cameraProj); return viewPos.z - hit.z; } vec4 binarySearch(vec3 dir) { float ddepth; for (int i = 0; i < numBinarySearchSteps; i++) { dir *= 0.5; hitCoord -= dir; ddepth = getDeltaDepth(hitCoord); if (ddepth < 0.0) hitCoord += dir; } // Ugly discard of hits too far away #ifdef _CPostprocess if (abs(ddepth) > PPComp9.z / 500) return vec4(0.0); #else if (abs(ddepth) > ssrSearchDist / 500) return vec4(0.0); #endif return vec4(getProjectedCoord(hitCoord), 0.0, 1.0); } vec4 rayCast(vec3 dir) { #ifdef _CPostprocess dir *= PPComp9.x; #else dir *= ssrRayStep; #endif for (int i = 0; i < maxSteps; i++) { hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); } return vec4(0.0); } #endif //SSR vec3 sampleWaterNormals(vec2 hitXY, float speed, out vec2 tcnor0, out vec2 tcnor1) { tcnor0 = hitXY / 3.0; vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb; tcnor1 = hitXY / 6.0 + n0.xy / 20.0; vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb; return normalize(n0 + n1 - 1.0); } float waveHeight(vec2 xy, float speed) { return (sin(xy.x * 10.0 / waterDisplace + speed) * cos(xy.y * 10.0 / waterDisplace + speed) + sin(xy.x * 20.0 / waterDisplace + speed * 1.3) * cos(xy.y * 20.0 / waterDisplace + speed * 1.3) * 0.5) / 50.0 * waterDisplace; } void main() { float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; vec3 vray = normalize(viewRay); float speed = time * 2.0 * waterSpeed; float farPlane = cameraProj.y / (1.0 - cameraProj.x); float cosAng = dot(eyeLook, vray); float domeR = farPlane * 0.94; float tDome = -3.5 * vray.z + sqrt(max(domeR * domeR - 12.25 * (1.0 - vray.z * vray.z), 0.0)); float domeDepth01 = cameraProj.x + cameraProj.y / (tDome * cosAng); bool isSky = (gdepth * 0.5 + 0.5) >= domeDepth01; // Ray-plane intersection with water surface (z = waterLevel) float denom = vray.z; float tWater = (waterLevel - eye.z) / denom; bool hasWaterHit = (abs(denom) > 0.0001) && (tWater > 0.0); if (eye.z < waterLevel) { vec2 tc = texCoord; float depthThick = 1.0 + (waterLevel - eye.z); vec3 p = vec3(0.0); float geomDist = farPlane; if (!isSky) { p = getPos(eye, eyeLook, vray, gdepth, cameraProj); geomDist = length(p - eye); } bool upRay = hasWaterHit && denom > 0.0; float waterDist = upRay ? min(tWater, geomDist) : geomDist; vec2 wxy; if (upRay && tWater < geomDist) { wxy = (eye + tWater * vray).xy; } else if (!isSky) { wxy = p.xy; } else { wxy = eye.xy + vray.xy * 50.0; } vec2 tc0, tc1; vec3 n2 = sampleWaterNormals(wxy * waterFreq, speed, tc0, tc1); tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; float ddepth2 = textureLod(gbufferD, tc, 0.0).r * 2.0 - 1.0; float dist2 = cameraProj.y / ((ddepth2 * 0.5 + 0.5) - cameraProj.x) / cosAng; if (dist2 > geomDist + 1.0) tc = texCoord; vec3 refracted = textureLod(tex, tc, 0.0).rgb; vec3 outCol = refracted; if (upRay && tWater < geomDist) { outCol *= max(1.0 - length(n2.xy) * 1.5, 0.0); vec3 h2 = normalize(-vray + ld); outCol += pow(max(dot(n2, h2), 0.0), 80.0) * 0.6; } if (!isSky) { float fdw = abs(p.z - (waterLevel + waveHeight(p.xy, speed))); float bandw = 0.1 + waterDist * 0.003; if (fdw < bandw) { float foamLod = clamp(waterDist / 15.0, 0.0, 5.0); vec3 fm0 = textureLod(sfoam, tc0 * 3.0 + vec2(speed / 30.0, speed / 50.0), foamLod).rgb; vec3 fm1 = textureLod(sfoam, tc1 * 4.0 + vec2(-speed / 35.0, speed / 45.0), foamLod).rgb; float fstr = clamp(1.0 - fm0.r * 0.5 - fm1.b * 0.5, 0.0, 1.0); float ffac = clamp(1.0 - fdw / bandw, 0.0, 1.0); float foamFade = clamp(1.0 - (waterLevel - eye.z) * 0.4, 0.0, 1.0); vec3 foamCol = mix(waterColor, vec3(1.0), 0.6); outCol = mix(outCol, foamCol, ffac * fstr * 0.5 * foamFade); } } float fogFactor = 1.0 - exp(-waterDist * waterDensity * 0.006 * depthThick); outCol = mix(outCol, waterColor, clamp(fogFactor, 0.0, 1.0)); fragColor.rgb = outCol; fragColor.a = 1.0; return; } // Above water if (!hasWaterHit || denom >= 0.0) { fragColor = vec4(0.0); return; } if (isSky) tWater = min(tWater, 100.0); // Clamp to prevent aliasing at horizon vec3 p = isSky ? (eye + tWater * vray) : getPos(eye, eyeLook, vray, gdepth, cameraProj); if (!isSky && p.z > waterLevel - 0.01) { fragColor = textureLod(tex, texCoord, 0.0); return; } float horizonFactor = clamp(1.0 - tWater / 60.0, 0.0, 1.0); // Displace surface float geomZ = p.z; // undisplaced depth for foam/fog tests p.z += waveHeight(p.xy, speed); // Hit plane to determine uvs vec3 v = normalize(eye - p); float t = (waterLevel - eye.z) / v.z; vec3 hit = eye + t * v; // Sample normal maps vec2 tcnor0, tcnor1; vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tcnor0, tcnor1); // Refraction vec2 tc; if (isSky) { tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; } else { float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0; float dist2 = cameraProj.y / ((ddepth * 0.5 + 0.5) - cameraProj.x) / cosAng; tc = (eye.z + vray.z * dist2) > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; } // Light float fresnel = 1.0 - max(dot(n2, v), 0.0); fresnel = 0.02 + 0.98 * pow(fresnel, 5.0); vec3 r = reflect(-v, n2); #ifdef _Rad vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb; #else const vec3 reflectedEnv = vec3(0.5); #endif vec3 refracted = textureLod(tex, tc, 0.0).rgb; #ifdef _SSR float roughness = 0.1;//unpackFloat(g0.b).y; //if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; } float spec = 0.9;//fract(textureLod(gbuffer1, texCoord, 0.0).a); //if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; } vec3 viewNormal = V3 * n2; vec3 viewPos = isSky ? vec3(0.0) : getPosView(viewRay, gdepth, cameraProj); vec3 reflected = reflect(normalize(viewPos), viewNormal); hitCoord = viewPos; #ifdef _CPostprocess vec3 dir = reflected * (1.0 - rand(texCoord) * PPComp10.y * roughness) * 2.0; #else vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0; #endif vec4 coords = rayCast(dir); vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy); float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0); float reflectivity = 1.0 - roughness; #ifdef _CPostprocess float intensity = pow(reflectivity, PPComp10.x) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * clamp((PPComp9.z - length(viewPos - hitCoord)) * (1.0 / PPComp9.z), 0.0, 1.0) * coords.w; #else float intensity = pow(reflectivity, ssrFalloffExp)*screenEdgeFactor*clamp(-reflected.z, 0.0, 1.0)*clamp((ssrSearchDist - length(viewPos - hitCoord))*(1.0 / ssrSearchDist), 0.0, 1.0)*coords.w; #endif intensity = clamp(intensity, 0.0, 1.0); vec3 reflCol = textureLod(tex, coords.xy, 0.0).rgb; fragColor.rgb = mix(refracted, reflCol * intensity * 0.5, waterReflect * fresnel * 0.5); fragColor.rgb = mix(fragColor.rgb, reflectedEnv, waterReflect * fresnel); #else fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel); #endif float colorMix = isSky ? 0.7 : 0.5; fragColor.rgb = mix(fragColor.rgb, waterColor, colorMix); // Blinn-Phong specular using half-vector, faded at horizon vec3 h = normalize(v + ld); float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0); fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0) * horizonFactor; float waterColumn = isSky ? 1.0 : max(length(p - eye) - tWater, 0.0); float depthFog = 1.0 - exp(-waterColumn * waterDensity * 0.006); vec3 surfaceCol = mix(waterColor, reflectedEnv, waterReflect * fresnel); fragColor.rgb = mix(fragColor.rgb, surfaceCol, min(depthFog, 0.9)); // Alpha fades smoothly at horizon instead of hard cut // Skydome sits 3.5 below the camera (_skydomeMatrix), so its horizon // appears where the ray z reaches -3.5 / domeRadius float horizonFade = clamp((-3.5 / (farPlane * 0.95) - vray.z) * 20.0, 0.0, 1.0); fragColor.a = isSky ? horizonFade : clamp(abs(geomZ - waterLevel) * 5.0 + 0.1, 0.0, 1.0); float waveH = p.z - geomZ; // displacement already applied above float band = 0.1 + tWater * 0.003; float fd = isSky ? 1.0 : abs(geomZ - (waterLevel + waveH)); if (fd < band) { // Based on foam by Owen Deery // http://fire-face.com/personal/water // Distance-based LOD blurs foam at range to reduce noise float foamLod = clamp(tWater / 15.0, 0.0, 5.0); vec2 foamUV0 = tcnor0 * 3.0 + vec2(speed / 30.0, speed / 50.0); vec2 foamUV1 = tcnor1 * 4.0 + vec2(-speed / 35.0, speed / 45.0); vec3 foamMask0 = textureLod(sfoam, foamUV0, foamLod).rgb; vec3 foamMask1 = textureLod(sfoam, foamUV1, foamLod).rgb; float foamMask = clamp(1.0 - foamMask0.r * 0.5 - foamMask1.b * 0.5, 0.0, 1.0); float fac = clamp(1.0 - fd / band, 0.0, 1.0); vec3 foamCol = mix(waterColor, vec3(1.0), 0.6); fragColor.rgb = mix(fragColor.rgb, foamCol, fac * foamMask * 0.8); fragColor.a = max(fragColor.a, fac * foamMask); } }