From 0be7d7fa4c35197c5fad842aa49276d7e74000cc Mon Sep 17 00:00:00 2001 From: Alexei Kotov Date: Mon, 1 Apr 2024 01:35:50 +0300 Subject: [PATCH] Reduce the amount of redundant code in the water shader --- files/shaders/compatibility/water.frag | 74 ++++++++++++-------------- 1 file changed, 34 insertions(+), 40 deletions(-) diff --git a/files/shaders/compatibility/water.frag b/files/shaders/compatibility/water.frag index 268b9c99a2..be2647a8df 100644 --- a/files/shaders/compatibility/water.frag +++ b/files/shaders/compatibility/water.frag @@ -10,8 +10,6 @@ #include "lib/core/fragment.h.glsl" -#define REFRACTION @refraction_enabled - // Inspired by Blender GLSL Water by martinsh ( https://devlog-martinsh.blogspot.de/2012/07/waterundewater-shader-wip.html ) // tweakables -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- @@ -20,18 +18,11 @@ const float VISIBILITY = 2500.0; const float VISIBILITY_DEPTH = VISIBILITY * 1.5; const float DEPTH_FADE = 0.15; -const float BIG_WAVES_X = 0.1; // strength of big waves -const float BIG_WAVES_Y = 0.1; - -const float MID_WAVES_X = 0.1; // strength of middle sized waves -const float MID_WAVES_Y = 0.1; -const float MID_WAVES_RAIN_X = 0.2; -const float MID_WAVES_RAIN_Y = 0.2; - -const float SMALL_WAVES_X = 0.1; // strength of small waves -const float SMALL_WAVES_Y = 0.1; -const float SMALL_WAVES_RAIN_X = 0.3; -const float SMALL_WAVES_RAIN_Y = 0.3; +const vec2 BIG_WAVES = vec2(0.1, 0.1); // strength of big waves +const vec2 MID_WAVES = vec2(0.1, 0.1); // strength of middle sized waves +const vec2 MID_WAVES_RAIN = vec2(0.2, 0.2); +const vec2 SMALL_WAVES = vec2(0.1, 0.1); // strength of small waves +const vec2 SMALL_WAVES_RAIN = vec2(0.3, 0.3); const float WAVE_CHOPPYNESS = 0.05; // wave choppyness const float WAVE_SCALE = 75.0; // overall wave scale @@ -133,9 +124,9 @@ void main(void) float distortionLevel = 2.0; rippleAdd += distortionLevel * vec3(texture2D(rippleMap, rippleMapUV).ba * blendFar * blendClose, 0.0); - vec2 bigWaves = vec2(BIG_WAVES_X,BIG_WAVES_Y); - vec2 midWaves = mix(vec2(MID_WAVES_X,MID_WAVES_Y),vec2(MID_WAVES_RAIN_X,MID_WAVES_RAIN_Y),rainIntensity); - vec2 smallWaves = mix(vec2(SMALL_WAVES_X,SMALL_WAVES_Y),vec2(SMALL_WAVES_RAIN_X,SMALL_WAVES_RAIN_Y),rainIntensity); + vec2 bigWaves = BIG_WAVES; + vec2 midWaves = mix(MID_WAVES, MID_WAVES_RAIN, rainIntensity); + vec2 smallWaves = mix(SMALL_WAVES, SMALL_WAVES_RAIN, rainIntensity); float bump = mix(BUMP,BUMP_RAIN,rainIntensity); vec3 normal = (normal0 * bigWaves.x + normal1 * bigWaves.y + normal2 * midWaves.x + @@ -153,34 +144,32 @@ void main(void) float fresnel = clamp(fresnel_dielectric(vVec, normal, ior), 0.0, 1.0); vec2 screenCoordsOffset = normal.xy * REFL_BUMP; -#if REFRACTION +#if @refraction_enabled float depthSample = linearizeDepth(sampleRefractionDepthMap(screenCoords), near, far); float surfaceDepth = linearizeDepth(gl_FragCoord.z, near, far); float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum float depthSampleDistorted = linearizeDepth(sampleRefractionDepthMap(screenCoords - screenCoordsOffset), near, far); float waterDepthDistorted = max(depthSampleDistorted - surfaceDepth, 0.0); - screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1); + screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH, 0.0, 1.0); #endif // reflection vec3 reflection = sampleReflectionMap(screenCoords + screenCoordsOffset).rgb; - // specular - float specular = pow(max(dot(reflect(vVec, normal), lVec), 0.0),SPEC_HARDNESS) * shadow; - vec3 waterColor = WATER_COLOR * sunFade; vec4 sunSpec = lcalcSpecular(0); // alpha component is sun visibility; we want to start fading lighting effects when visibility is low sunSpec.a = min(1.0, sunSpec.a / SUN_SPEC_FADING_THRESHOLD); + // specular + float specular = pow(max(dot(reflect(vVec, normal), lVec), 0.0), SPEC_HARDNESS) * shadow * sunSpec.a; + // artificial specularity to make rain ripples more noticeable vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade))); vec3 rainSpecular = abs(rainRipple.w)*mix(skyColorEstimate, vec3(1.0), 0.05)*0.5; + float waterTransparency = clamp(fresnel * 6.0 + specular, 0.0, 1.0); -#if REFRACTION - // no alpha here, so make sure raindrop ripple specularity gets properly subdued - rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0); - +#if @refraction_enabled // selectively nullify screenCoordsOffset to eliminate remaining shore artifacts, not needed for reflection if (cameraPos.z > 0.0 && realWaterDepth <= VISIBILITY_DEPTH && waterDepthDistorted > VISIBILITY_DEPTH) screenCoordsOffset = vec2(0.0); @@ -211,30 +200,35 @@ void main(void) normal3 * midWaves.y * 0.2 + normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 + rippleAdd); lNormal = normalize(vec3(-lNormal.x * bump, -lNormal.y * bump, lNormal.z)); float sunHeight = lVec.z; - vec3 scatterColour = mix(SCATTER_COLOUR*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0)); - vec3 lR = reflect(lVec, lNormal); - float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * sunSpec.a * clamp(1.0-exp(-sunHeight), 0.0, 1.0); + vec3 scatterColour = mix(SCATTER_COLOUR * vec3(1.0, 0.4, 0.0), SCATTER_COLOUR, max(1.0 - exp(-sunHeight * SUN_EXT), 0.0)); + float scatterLambert = max(dot(lVec, lNormal) * 0.7 + 0.3, 0.0); + float scatterReflectAngle = max(dot(reflect(lVec, lNormal), vVec) * 2.0 - 1.2, 0.0); + float lightScatter = scatterLambert * scatterReflectAngle * SCATTER_AMOUNT * sunFade * sunSpec.a * max(1.0 - exp(-sunHeight), 0.0); refraction = mix(refraction, scatterColour, lightScatter); #endif - gl_FragData[0].xyz = mix(refraction, reflection, fresnel) + specular * sunSpec.rgb * sunSpec.a + rainSpecular; - gl_FragData[0].w = 1.0; + gl_FragData[0].rgb = mix(refraction, reflection, fresnel); + gl_FragData[0].a = 1.0; + // no alpha here, so make sure raindrop ripple specularity gets properly subdued + rainSpecular *= waterTransparency; +#else + gl_FragData[0].rgb = mix(waterColor, reflection, (1.0 + fresnel) * 0.5); + gl_FragData[0].a = waterTransparency; +#endif -#if @wobblyShores + gl_FragData[0].rgb += specular * sunSpec.rgb + rainSpecular; + +#if @refraction_enabled && @wobblyShores // wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping vec3 normalShoreRippleRain = texture2D(normalMap,normalCoords(UV, 2.0, 2.7, -1.0*waterTimer, 0.05, 0.1, normal3)).rgb - 0.5 + texture2D(normalMap,normalCoords(UV, 2.0, 2.7, waterTimer, 0.04, -0.13, normal4)).rgb - 0.5; - float verticalWaterDepth = realWaterDepth * mix(abs(vVec.z), 1.0, 0.2); // an estimate + float viewFactor = mix(abs(vVec.z), 1.0, 0.2); + float verticalWaterDepth = realWaterDepth * viewFactor; // an estimate float shoreOffset = verticalWaterDepth - (normal2.r + mix(0.0, normalShoreRippleRain.r, rainIntensity) + 0.15)*8.0; - float fuzzFactor = min(1.0, 1000.0/surfaceDepth) * mix(abs(vVec.z), 1.0, 0.2); + float fuzzFactor = min(1.0, 1000.0 / surfaceDepth) * viewFactor; shoreOffset *= fuzzFactor; shoreOffset = clamp(mix(shoreOffset, 1.0, clamp(linearDepth / WOBBLY_SHORE_FADE_DISTANCE, 0.0, 1.0)), 0.0, 1.0); - gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset); -#endif - -#else - gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.rgb * sunSpec.a + rainSpecular; - gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.a, 0.0, 1.0); + gl_FragData[0].rgb = mix(rawRefraction, gl_FragData[0].rgb, shoreOffset); #endif #if @radialFog