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- /*
- * "Seascape" by Alexander Alekseev aka TDM - 2014
- * Babylon.js integration by luaacro https://twitter.com/Luaacro
- * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
- * Contact: tdmaav@gmail.com
- */
- // Uniforms
- uniform sampler2D textureSampler;
- uniform sampler2D positionSampler;
- #ifdef REFLECTION_ENABLED
- uniform sampler2D reflectionSampler;
- #endif
- #ifdef REFRACTION_ENABLED
- uniform sampler2D refractionSampler;
- #endif
- uniform float time;
- uniform vec2 resolution;
- uniform vec3 cameraRotation;
- uniform vec3 cameraPosition;
- // Varyings
- varying vec2 vUV;
- // Constants
- const int NUM_STEPS = 8;
- const float PI = 3.141592;
- const float EPSILON = 1e-3;
- #define EPSILON_NRM (0.1 / resolution.x)
- // Sea
- const int ITER_GEOMETRY = 8;
- const int ITER_FRAGMENT = 5;
- const float SEA_HEIGHT = 0.6;
- const float SEA_CHOPPY = 4.0;
- const float SEA_SPEED = 0.8;
- const float SEA_FREQ = 0.16;
- const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
- const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
- #define SEA_TIME (1.0 + time * SEA_SPEED)
- const 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) / (PI * 8.0);
- return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
- }
- // 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 p.y - h;
- }
- vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist)
- {
- float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
- fresnel = pow(fresnel, 3.0) * 0.65;
- #if defined(REFLECTION_ENABLED) || defined(REFRACTION_ENABLED)
- vec2 reflectionUv = vec2(vUV.x, vUV.y + normalize(n).y);
- #endif
- #ifdef REFLECTION_ENABLED
- vec3 reflected = texture2D(reflectionSampler, reflectionUv).rgb * (1.0 - fresnel);
- #else
- vec3 eyeNormal = reflect(eye, n);
- eyeNormal.y = max(eyeNormal.y,0.0);
- vec3 reflected = vec3(pow(1.0-eyeNormal.y,2.0), 1.0-eyeNormal.y, 0.6+(1.0-eyeNormal.y)*0.4);
- #endif
- #ifdef REFRACTION_ENABLED
- vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
- refracted += (texture2D(refractionSampler, reflectionUv).rgb * fresnel);
- #else
- vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
- #endif
- 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;
- }
- // Main
- void main()
- {
- #ifdef NOT_SUPPORTED
- // Just work as a pass through
- gl_FragColor = texture2D(textureSampler, vUV);
- #else
- vec2 uv = vUV;
- uv = uv * 2.0 - 1.0;
- uv.x *= resolution.x / resolution.y;
-
- // ray
- vec3 ang = vec3(cameraRotation.z, cameraRotation.x, cameraRotation.y);
- vec3 ori = vec3(cameraPosition.x, cameraPosition.y, -cameraPosition.z);
- vec3 dir = normalize(vec3(uv.xy, -3.0));
- dir = normalize(dir) * fromEuler(ang);
-
- // Tracing
- vec3 p;
- heightMapTracing(ori, dir, p);
- vec3 dist = p - ori;
- vec3 n = getNormal(p, dot(dist, dist) * EPSILON_NRM);
- vec3 light = normalize(vec3(0.0, 1.0, 0.8));
-
- // Color
- float seaFact = clamp(max(ori.y, 0.0), 0.0, 1.0);
- vec3 position = texture2D(positionSampler, vUV).rgb;
- vec3 baseColor = texture2D(textureSampler, vUV).rgb;
- vec3 color = baseColor;
- if (max(position.y, 0.0) < p.y)
- {
- // Sea above
- color = mix(
- baseColor,
- getSeaColor(p, n, light, dir, dist),
- pow(smoothstep(0.0, -0.05, dir.y), 0.3)
- ) * seaFact;
- }
- color = mix(
- color,
- baseColor * SEA_BASE + diffuse(n, n, 80.0) * SEA_WATER_COLOR * 0.12,
- 1.0 - seaFact
- );
- // post
- gl_FragColor = vec4(pow(color, vec3(0.75)), 1.0);
- #endif
- }
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