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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
Added water shader
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@@ -39,6 +39,8 @@ vec2 calc_light(vec3 light_dir)
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{
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#ifdef NORMALMAP
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vec3 normal = normalize(f_tbn * normalize(texture(normalmap, f_coord).rgb * 2.0 - 1.0));
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#elif defined(WATER)
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vec3 normal = normal_d;
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#else
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vec3 normal = normalize(f_normal);
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#endif
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115
shaders/mat_water.frag
Normal file
115
shaders/mat_water.frag
Normal file
@@ -0,0 +1,115 @@
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in vec3 f_normal;
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in vec2 f_coord;
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in vec4 f_pos;
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in mat3 f_tbn;
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in vec4 f_light_pos;
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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#include <common>
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layout(location = 0) out vec4 out_color;
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#if MOTIONBLUR_ENABLED
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layout(location = 1) out vec4 out_motion;
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#endif
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#param (color, 0, 0, 4, diffuse)
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#param (diffuse, 1, 0, 1, diffuse)
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#param (specular, 1, 1, 1, specular)
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#param (reflection, 1, 2, 1, one)
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#param (wave_strength, 2, 1, 1, one)
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#param (wave_speed, 2, 2, 1, one)
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#texture (normalmap, 0, RGBA)
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uniform sampler2D normalmap;
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#texture (dudvmap, 1, RGB)
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uniform sampler2D dudvmap;
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#texture (diffuse, 2, sRGB_A)
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uniform sampler2D diffuse;
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#if SHADOWMAP_ENABLED
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uniform sampler2DShadow shadowmap;
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#endif
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#if ENVMAP_ENABLED
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uniform samplerCube envmap;
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#endif
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//wave distortion variables
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float move_factor = 0;
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vec3 normal_d;
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#define WATER
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#include <light_common.glsl>
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#include <tonemapping.glsl>
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void main()
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{
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vec4 tex_color = texture(diffuse, f_coord);
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//wave distortion
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move_factor += (param[2].z * time);
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move_factor = mod(move_factor, 1);
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vec2 texture_coords = f_coord;
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vec2 distorted_tex_coord = texture(dudvmap, vec2(texture_coords.x + move_factor, texture_coords.y)).rg * 0.1;
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distorted_tex_coord = texture_coords + vec2(distorted_tex_coord.x , distorted_tex_coord.y + move_factor);
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vec2 total_distorted_tex_coord = (texture(dudvmap, distorted_tex_coord).rg * 2.0 - 1.0 ) * param[2].y;
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texture_coords += total_distorted_tex_coord;
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normal_d = f_tbn * normalize(texture(normalmap, texture_coords).rgb * 2.0 - 1.0);
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vec3 refvec = reflect(f_pos.xyz, normal_d);
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#if ENVMAP_ENABLED
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vec3 envcolor = texture(envmap, refvec).rgb;
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#else
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vec3 envcolor = vec3(0.5);
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#endif
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//Fresnel effect
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vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
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float fresnel = pow ( dot (f_normal, view_dir), 0.2 );
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float fresnel_inv = ((fresnel - 1.0 ) * -1.0 );
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vec3 result = ambient * 0.5 + param[0].rgb * emission;
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if (lights_count > 0U)
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{
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vec2 part = calc_dir_light(lights[0]);
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vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
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result += mix(c, envcolor, param[1].z * texture(normalmap, texture_coords ).a);
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}
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//result = mix(result, param[0].rgb, param[1].z);
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result = (result * param[0].rgb * param[1].z) + (result * (1.0 - param[1].z)); //multiply
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//result = ( max(result + param[0].rgb -1.0,0.0) * param[1].z + result * (1.0 - param[1].z)); //linear burn
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//result = ( min(param[0].rgb,result) * param[1].z + result * (1.0 - param[1].z)); //darken
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for (uint i = 1U; i < lights_count; i++)
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{
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light_s light = lights[i];
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vec2 part = vec2(0.0);
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if (light.type == LIGHT_SPOT)
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part = calc_spot_light(light);
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else if (light.type == LIGHT_POINT)
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part = calc_point_light(light);
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else if (light.type == LIGHT_DIR)
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part = calc_dir_light(light);
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result += light.color * (part.x * param[1].x + part.y * param[1].y);
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}
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vec4 color = vec4(apply_fog(clamp(result,0.0,1.0)), clamp((fresnel_inv + param[0].a),0.0,1.0));
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#if POSTFX_ENABLED
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out_color = color;
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#else
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out_color = tonemap(color);
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#endif
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#if MOTIONBLUR_ENABLED
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{
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vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
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vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
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out_motion = vec4(a - b, 0.0f, 0.0f);
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}
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#endif
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}
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