Add WIP water shader. Not yet used because not satisfying

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10740 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2012-01-29 02:55:52 +00:00
parent b57ea6a182
commit f33cbb8dc0
2 changed files with 106 additions and 0 deletions

58
data/shaders/water.frag Normal file
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// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
uniform sampler2D BumpTex1; // Normal map 1
uniform sampler2D BumpTex2; // Normal map 2
uniform sampler2D DecalTex; //The texture
uniform vec2 delta1;
uniform vec2 delta2;
varying vec3 lightVec;
varying vec3 halfVec;
varying vec3 eyeVec;
void main()
{
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
vec3 normal = 2.0 * texture2D (BumpTex1, gl_TexCoord[0].st + delta1).rgb - 1.0;
vec3 normal2 = 2.0 * texture2D (BumpTex2, gl_TexCoord[0].st + delta2).rgb - 1.0;
// scale normals
//normal.y = 4.0*normal.y;
//normal2.y = 4.0*normal2.y;
normal = (normalize(normal) + normalize(normal2))/2.0;
// compute diffuse lighting
float lamberFactor = max (dot (lightVec, normal), 0.0);
vec4 diffuseMaterial;
vec4 diffuseLight;
diffuseMaterial = texture2D (DecalTex, gl_TexCoord[0].st + vec2(delta1.x, 0.0));
diffuseLight = vec4(1.0, 1.0, 1.0, 1.0);
//if (lamberFactor < 0.7)
//{
// lamberFactor = 0.0;
//}
gl_FragColor = diffuseMaterial * (lamberFactor);
// specular (phong)
vec3 R = normalize(reflect(lightVec, normal));
float specular = max(dot(R,eyeVec),0.0);
if (specular > 0.0)
{
// weak specular
specular = specular*specular;
float specular03 = specular*0.2;
gl_FragColor += vec4(specular03, specular03, specular03, 0.0);
// strong specular
specular = specular*specular*specular;
float specular06 = specular*0.5;
gl_FragColor += vec4(specular06, specular06, specular06, 0.0);
}
}

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data/shaders/water.vert Normal file
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// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
varying vec3 lightVec;
varying vec3 halfVec;
varying vec3 eyeVec;
uniform vec3 lightdir;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
// Building the matrix Eye Space -> Tangent Space
vec3 n = normalize (gl_NormalMatrix * gl_Normal);
// gl_MultiTexCoord1.xyz
vec3 t = normalize (gl_NormalMatrix * vec3(1.0, 0.0, 0.0)); // tangent
vec3 b = cross (n, t);
vec3 vertexPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
// transform light and half angle vectors by tangent basis
vec3 v;
v.x = dot (lightdir, t);
v.y = dot (lightdir, b);
v.z = dot (lightdir, n);
lightVec = normalize (v);
vertexPosition = normalize(vertexPosition);
eyeVec = normalize(-vertexPosition); // we are in Eye Coordinates, so EyePos is (0,0,0)
// Normalize the halfVector to pass it to the fragment shader
// No need to divide by two, the result is normalized anyway.
// vec3 halfVector = normalize((vertexPosition + lightDir) / 2.0);
vec3 halfVector = normalize(vertexPosition + lightdir);
v.x = dot (halfVector, t);
v.y = dot (halfVector, b);
v.z = dot (halfVector, n);
// No need to normalize, t,b,n and halfVector are normal vectors.
//normalize (v);
halfVec = v ;
gl_Position = ftransform();
}