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ocean.glsl
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ocean.glsl
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#ifdef HARDWARE_ANISTROPIC_FILTERING
#extension GL_EXT_gpu_shader4 : enable
#endif
/**
* Real-time Realistic Ocean Lighting using Seamless Transitions from Geometry to BRDF
* Copyright (c) 2009 INRIA
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of the copyright holders nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* Authors: Eric Bruneton & Jonathan Dupuy
*/
#define LAYER_HEIGHT 0.0
#define LAYER_JACOBIAN_XX 5.0
#define LAYER_JACOBIAN_YY 6.0
#define LAYER_JACOBIAN_XY 7.0
uniform mat4 screenToCamera; // screen space to camera space
uniform mat4 cameraToWorld; // camera space to world space
uniform mat4 worldToScreen; // world space to screen space
uniform mat4 worldDirToScreen; // world space to screen space
uniform mat4 modelView; // modelViewMatrix
uniform vec3 worldCamera; // camera position in world space
uniform vec3 worldSunDir; // sun direction in world space
uniform vec2 gridSize;
uniform float normals;
uniform float choppy;
uniform vec4 choppy_factor;
uniform float jacobian_scale;
uniform sampler2DArray fftWavesSampler; // ocean surface
uniform sampler2DArray foamDistribution;
uniform vec4 GRID_SIZES;
uniform sampler3D slopeVarianceSampler;
uniform vec3 seaColor; // sea bottom color
varying vec2 u; // horizontal coordinates in world space used to compute P(u)
varying vec3 P; // wave point P(u) in world space
#ifdef _VERTEX_
vec2 oceanPos(vec4 vertex) {
vec3 cameraDir = normalize((screenToCamera * vertex).xyz);
vec3 worldDir = (cameraToWorld * vec4(cameraDir, 0.0)).xyz;
float t = -worldCamera.z / worldDir.z;
return worldCamera.xy + t * worldDir.xy;
}
void main() {
u = oceanPos(gl_Vertex);
vec2 ux = oceanPos(gl_Vertex + vec4(gridSize.x, 0.0, 0.0, 0.0));
vec2 uy = oceanPos(gl_Vertex + vec4(0.0, gridSize.y, 0.0, 0.0));
vec2 dux = ux - u;
vec2 duy = uy - u;
// sum altitudes (use grad to get correct mipmap level)
vec3 dP = vec3(0.0);
dP.z += texture2DArrayGrad(fftWavesSampler, vec3(u / GRID_SIZES.x, LAYER_HEIGHT), dux / GRID_SIZES.x, duy / GRID_SIZES.x).x;
dP.z += texture2DArrayGrad(fftWavesSampler, vec3(u / GRID_SIZES.y, LAYER_HEIGHT), dux / GRID_SIZES.y, duy / GRID_SIZES.y).y;
dP.z += texture2DArrayGrad(fftWavesSampler, vec3(u / GRID_SIZES.z, LAYER_HEIGHT), dux / GRID_SIZES.z, duy / GRID_SIZES.z).z;
dP.z += texture2DArrayGrad(fftWavesSampler, vec3(u / GRID_SIZES.w, LAYER_HEIGHT), dux / GRID_SIZES.w, duy / GRID_SIZES.w).w;
// choppy
if (choppy > 0.0) {
dP.xy += choppy_factor.x*texture2DArrayGrad(fftWavesSampler, vec3(u / GRID_SIZES.x, 3.0), dux / GRID_SIZES.x, duy / GRID_SIZES.x).xy;
dP.xy += choppy_factor.y*texture2DArrayGrad(fftWavesSampler, vec3(u / GRID_SIZES.y, 3.0), dux / GRID_SIZES.y, duy / GRID_SIZES.y).zw;
dP.xy += choppy_factor.z*texture2DArrayGrad(fftWavesSampler, vec3(u / GRID_SIZES.z, 4.0), dux / GRID_SIZES.z, duy / GRID_SIZES.z).xy;
dP.xy += choppy_factor.w*texture2DArrayGrad(fftWavesSampler, vec3(u / GRID_SIZES.w, 4.0), dux / GRID_SIZES.w, duy / GRID_SIZES.w).zw;
}
P = vec3(u + dP.xy, dP.z);
// Final position
gl_Position = worldToScreen * vec4(P, 1.0);
}
#endif
#ifdef _FRAGMENT_
// ---------------------------------------------------------------------------
// REFLECTED SUN RADIANCE
// ---------------------------------------------------------------------------
// assumes x>0
float erfc(float x) {
return 2.0 * exp(-x * x) / (2.319 * x + sqrt(4.0 + 1.52 * x * x));
}
float erf(float x) {
float a = 0.140012;
float x2 = x*x;
float ax2 = a*x2;
return sign(x) * sqrt( 1.0 - exp(-x2*(4.0/M_PI + ax2)/(1.0 + ax2)) );
}
float Lambda(float cosTheta, float sigmaSq) {
float v = cosTheta / sqrt((1.0 - cosTheta * cosTheta) * (2.0 * sigmaSq));
return max(0.0, (exp(-v * v) - v * sqrt(M_PI) * erfc(v)) / (2.0 * v * sqrt(M_PI)));
//return (exp(-v * v)) / (2.0 * v * sqrt(M_PI)); // approximate, faster formula
}
// L, V, N, Tx, Ty in world space
float reflectedSunRadiance(vec3 L, vec3 V, vec3 N, vec3 Tx, vec3 Ty, vec2 sigmaSq) {
vec3 H = normalize(L + V);
float zetax = dot(H, Tx) / dot(H, N);
float zetay = dot(H, Ty) / dot(H, N);
float zL = dot(L, N); // cos of source zenith angle
float zV = dot(V, N); // cos of receiver zenith angle
float zH = dot(H, N); // cos of facet normal zenith angle
float zH2 = zH * zH;
float p = exp(-0.5 * (zetax * zetax / sigmaSq.x + zetay * zetay / sigmaSq.y))
/ (2.0 * M_PI * sqrt(sigmaSq.x * sigmaSq.y));
float tanV = atan(dot(V, Ty), dot(V, Tx));
float cosV2 = 1.0 / (1.0 + tanV * tanV);
float sigmaV2 = sigmaSq.x * cosV2 + sigmaSq.y * (1.0 - cosV2);
float tanL = atan(dot(L, Ty), dot(L, Tx));
float cosL2 = 1.0 / (1.0 + tanL * tanL);
float sigmaL2 = sigmaSq.x * cosL2 + sigmaSq.y * (1.0 - cosL2);
float fresnel = 0.02 + 0.98 * pow(1.0 - dot(V, H), 5.0);
zL = max(zL, 0.01);
zV = max(zV, 0.01);
return fresnel * p / ((1.0 + Lambda(zL, sigmaL2) + Lambda(zV, sigmaV2)) * zV * zH2 * zH2 * 4.0);
}
// ---------------------------------------------------------------------------
// REFLECTED SKY RADIANCE
// ---------------------------------------------------------------------------
// manual anisotropic filter
vec4 myTexture2DGrad(sampler2D tex, vec2 u, vec2 s, vec2 t)
{
const float TEX_SIZE = 512.0; // 'tex' size in pixels
const int N = 1; // use (2*N+1)^2 samples
vec4 r = vec4(0.0);
float l = max(0.0, log2(max(length(s), length(t)) * TEX_SIZE) - 0.0);
for (int i = -N; i <= N; ++i) {
for (int j = -N; j <= N; ++j) {
r += texture2DLod(tex, u + (s * float(i) + t * float(j)) / float(N), l);
}
}
return r / pow(2.0 * float(N) + 1.0, 2.0);
}
// V, N, Tx, Ty in world space
vec2 U(vec2 zeta, vec3 V, vec3 N, vec3 Tx, vec3 Ty) {
vec3 f = normalize(vec3(-zeta, 1.0)); // tangent space
vec3 F = f.x * Tx + f.y * Ty + f.z * N; // world space
vec3 R = 2.0 * dot(F, V) * F - V;
return R.xy / (1.0 + R.z);
}
float meanFresnel(float cosThetaV, float sigmaV) {
return pow(1.0 - cosThetaV, 5.0 * exp(-2.69 * sigmaV)) / (1.0 + 22.7 * pow(sigmaV, 1.5));
}
// V, N in world space
float meanFresnel(vec3 V, vec3 N, vec2 sigmaSq) {
vec2 v = V.xy; // view direction in wind space
vec2 t = v * v / (1.0 - V.z * V.z); // cos^2 and sin^2 of view direction
float sigmaV2 = dot(t, sigmaSq); // slope variance in view direction
return meanFresnel(dot(V, N), sqrt(sigmaV2));
}
// V, N, Tx, Ty in world space;
vec3 meanSkyRadiance(vec3 V, vec3 N, vec3 Tx, vec3 Ty, vec2 sigmaSq) {
vec4 result = vec4(0.0);
const float eps = 0.001;
vec2 u0 = U(vec2(0.0), V, N, Tx, Ty);
vec2 dux = 2.0 * (U(vec2(eps, 0.0), V, N, Tx, Ty) - u0) / eps * sqrt(sigmaSq.x);
vec2 duy = 2.0 * (U(vec2(0.0, eps), V, N, Tx, Ty) - u0) / eps * sqrt(sigmaSq.y);
#ifdef HARDWARE_ANISTROPIC_FILTERING
result = texture2DGrad(skySampler, u0 * (0.5 / 1.1) + 0.5, dux * (0.5 / 1.1), duy * (0.5 / 1.1));
#else
result = myTexture2DGrad(skySampler, u0 * (0.5 / 1.1) + 0.5, dux * (0.5 / 1.1), duy * (0.5 / 1.1));
#endif
//if texture2DLod and texture2DGrad are not defined, you can use this (no filtering):
//result = texture2D(skySampler, u0 * (0.5 / 1.1) + 0.5);
return result.rgb;
}
// ----------------------------------------------------------------------------
float whitecapCoverage(float epsilon, float mu, float sigma2) {
return 0.5*erf((0.5*sqrt(2.0)*(epsilon-mu)*inversesqrt(sigma2))) + 0.5;
}
void main() {
vec3 V = normalize(worldCamera - P);
vec2 slopes = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.x, 1.0)).xy;
slopes += texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.y, 1.0)).zw;
slopes += texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.z, 2.0)).xy;
slopes += texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.w, 2.0)).zw;
if(choppy > 0.0)
{
float Jxx, Jxy, Jyy;
vec4 lambda = choppy_factor;
// Jxx1..4 : partial Jxx
float Jxx1 = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.x, LAYER_JACOBIAN_XX)).r;
float Jxx2 = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.y, LAYER_JACOBIAN_XX)).g;
float Jxx3 = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.z, LAYER_JACOBIAN_XX)).b;
float Jxx4 = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.w, LAYER_JACOBIAN_XX)).a;
Jxx = dot((lambda), vec4(Jxx1,Jxx2,Jxx3,Jxx4));
// Jyy1..4 : partial Jyy
float Jyy1 = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.x, LAYER_JACOBIAN_YY)).r;
float Jyy2 = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.y, LAYER_JACOBIAN_YY)).g;
float Jyy3 = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.z, LAYER_JACOBIAN_YY)).b;
float Jyy4 = texture2DArray(fftWavesSampler, vec3(u / GRID_SIZES.w, LAYER_JACOBIAN_YY)).a;
Jyy = dot((lambda), vec4(Jyy1,Jyy2,Jyy3,Jyy4));
slopes /= (1.0 + vec2(Jxx, Jyy));
}
vec3 N = normalize(vec3(-slopes.x, -slopes.y, 1.0));
if (dot(V, N) < 0.0) {
N = reflect(N, V); // reflects backfacing normals
}
float Jxx = dFdx(u.x);
float Jxy = dFdy(u.x);
float Jyx = dFdx(u.y);
float Jyy = dFdy(u.y);
float A = Jxx * Jxx + Jyx * Jyx;
float B = Jxx * Jxy + Jyx * Jyy;
float C = Jxy * Jxy + Jyy * Jyy;
const float SCALE = 10.0;
float ua = pow(A / SCALE, 0.25);
float ub = 0.5 + 0.5 * B / sqrt(A * C);
float uc = pow(C / SCALE, 0.25);
vec2 sigmaSq = texture3D(slopeVarianceSampler, vec3(ua, ub, uc)).xw;
sigmaSq = max(sigmaSq, 2e-5);
vec3 Ty = normalize(vec3(0.0, N.z, -N.y));
vec3 Tx = cross(Ty, N);
vec3 Rf = vec3(0.0);
vec3 Rs = vec3(0.0);
vec3 Ru = vec3(0.0);
#if defined(SEA_CONTRIB) || defined(SKY_CONTRIB)
float fresnel = 0.02 + 0.98 * meanFresnel(V, N, sigmaSq);
#endif
vec3 Lsun;
vec3 Esky;
vec3 extinction;
sunRadianceAndSkyIrradiance(worldCamera + earthPos, worldSunDir, Lsun, Esky);
gl_FragColor = vec4(0.0);
#ifdef SUN_CONTRIB
Rs += reflectedSunRadiance(worldSunDir, V, N, Tx, Ty, sigmaSq) * Lsun;
gl_FragColor.rgb = Rs;
#endif
#ifdef SKY_CONTRIB
Rs += fresnel * meanSkyRadiance(V, N, Tx, Ty, sigmaSq);
gl_FragColor.rgb = Rs;
#endif
#ifdef SEA_CONTRIB
vec3 Lsea = seaColor * Esky / M_PI;
Ru += (1.0 - fresnel) * Lsea;
gl_FragColor.rgb += Ru;
#endif
#ifdef FOAM_CONTRIB
// extract mean and variance of the jacobian matrix determinant
vec2 jm1 = texture2DArray(foamDistribution, vec3(u / GRID_SIZES.x, 2.0)).rg;
vec2 jm2 = texture2DArray(foamDistribution, vec3(u / GRID_SIZES.y, 2.0)).ba;
vec2 jm3 = texture2DArray(foamDistribution, vec3(u / GRID_SIZES.z, 3.0)).rg;
vec2 jm4 = texture2DArray(foamDistribution, vec3(u / GRID_SIZES.w, 3.0)).ba;
vec2 jm = jm1+jm2+jm3+jm4;
float jSigma2 = max(jm.y - (jm1.x*jm1.x + jm2.x*jm2.x + jm3.x*jm3.x + jm4.x*jm4.x), 0.0);
// get coverage
float W = whitecapCoverage(jacobian_scale,jm.x,jSigma2);
// compute and add whitecap radiance
vec3 l = (Lsun * (max(dot(N, worldSunDir), 0.0)) + Esky) / M_PI;
vec3 R_ftot = vec3(W * l * 0.4);
gl_FragColor.rgb += R_ftot;
#endif
#if !defined(SEA_CONTRIB) && !defined(SKY_CONTRIB) && !defined(SUN_CONTRIB) && !defined(FOAM_CONTRIB)
Rs = 0.0001 * seaColor * (Lsun * max(dot(N, worldSunDir), 0.0) + Esky) / M_PI;
gl_FragColor.rgb = Rs;
#endif
gl_FragColor.rgb = hdr(gl_FragColor.rgb);
// render normals
if (normals > 0.0) {
gl_FragColor.rgb = abs(N);
}
}
#endif