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OpenMW/files/shaders/lib/water/ripples.glsl
2023-04-01 17:26:19 +04:00

30 lines
894 B
GLSL

#ifndef LIB_WATER_RIPPLES
#define LIB_WATER_RIPPLES
float getTemporalWaveSizeMultiplier(in float time)
{
return 1.0 + 0.055 * sin(16.0 * time) + 0.065 * sin(12.87645 * time);
}
vec4 applySprings(in vec4 samplerData, in vec4 n, in vec4 n2)
{
vec4 storage = vec4(0.0, samplerData.r, 0.0, 0.0);
// Tweak to look most like water, not a physically accurate simulation
const float a = 0.14;
const float udamp = 0.02;
const float vdamp = 0.02;
// Apply 2d wave equation with dampening
// Continous impulse needed to maintain simulation, otherwise ripples will fade
float nsum = n.x + n.y + n.z + n.w;
storage.r = a * nsum + ((2.0 - udamp - vdamp) - 4.0 * a) * samplerData.r - (1.0 - vdamp) * samplerData.g;
// Calculate normal and store in blue-alpha channel
storage.ba = 2.0 * (n.xy - n.zw) + 0.5 * (n2.xy - n2.zw);
return storage;
}
#endif