/** * @file waterV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ void calcAtmospherics(vec3 inPositionEye); uniform vec2 d1; uniform vec2 d2; uniform float time; uniform vec3 eyeVec; uniform float waterHeight; varying vec4 refCoord; varying vec4 littleWave; varying vec4 view; float wave(vec2 v, float t, float f, vec2 d, float s) { return (dot(d, v)*f + t*s)*f; } void main() { //transform vertex vec4 position = gl_Vertex; mat4 modelViewProj = gl_ModelViewProjectionMatrix; vec4 oPosition; //get view vector vec3 oEyeVec; oEyeVec.xyz = position.xyz-eyeVec; float d = length(oEyeVec.xy); float ld = min(d, 2560.0); position.xy = eyeVec.xy + oEyeVec.xy/d*ld; view.xyz = oEyeVec; d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; oPosition = position; oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); //get wave position parameter (create sweeping horizontal waves) vec3 v = position.xyz; v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; //push position for further horizon effect. position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); position.w = 1.0; position = position*gl_ModelViewMatrix; calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); //pass wave parameters to pixel shader vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; //get two normal map (detail map) texture coordinates littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13; littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; view.w = bigWave.y; refCoord.w = bigWave.x; gl_Position = oPosition; }