/*********************************************************************NVMH3**** Path: NVSDK\Common\media\cgfx File: ocean.fx Copyright NVIDIA Corporation 2003 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: Simple ocean shader with animated bump map and geometric waves Based partly on "Effective Water Simulation From Physical Models", GPU Gems hg minor changes ******************************************************************************/ float4x4 worldMatrix : World < string UIWidget = "none";>; // World or Model matrix float4x4 wvpMatrix : WorldViewProjection < string UIWidget = "none";>; // Model*View*Projection float4x4 worldViewMatrix : WorldView < string UIWidget = "none";>; float4x4 viewInverseMatrix : ViewInverse < string UIWidget = "none";>; float time : Time < string UIWidget = "none"; >; texture normalMap : Normal < string ResourceName = "waves2.dds"; string TextureType = "2D"; >; texture cubeMap : Environment < string ResourceName = "CloudyHillsCubemap2.dds"; string TextureType = "cube"; >; sampler2D normalMapSampler = sampler_state { Texture = ; #if 0 // this is a trick from Halo - use point sampling for sparkles MagFilter = Linear; MinFilter = Point; MipFilter = None; #else MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; #endif }; samplerCUBE envMapSampler = sampler_state { Texture = ; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Clamp; AddressV = Clamp; }; float bumpHeight < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 2.0; float UIStep = 0.01; string UIName = "Bump Height"; > = 0.1; float2 textureScale < string UIName = "Texture scale"; > = { 8.0, 4.0 }; float2 bumpSpeed < string UIName = "Bumpmap translation speed"; > = { -0.05, 0.0 }; float fresnelBias < string UIName = "Fresnel bias"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.01; > = 0.1; float fresnelPower < string UIName = "Fresnel exponent"; string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 10.0; float UIStep = 0.01; > = 4.0; float hdrMultiplier < string UIName = "HDR multiplier"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 100.0; float UIStep = 0.01; > = 3.0; float4 deepColor : Diffuse < string UIName = "Deep water color"; > = {0.0f, 0.0f, 0.1f, 1.0f}; float4 shallowColor : Diffuse < string UIName = "Shallow water color"; > = {0.0f, 0.5f, 0.5f, 1.0f}; float4 reflectionColor : Specular < string UIName = "Reflection color"; > = {1.0f, 1.0f, 1.0f, 1.0f}; // these are redundant, but makes the ui easier: float reflectionAmount < string UIName = "Reflection amount"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 2.0; float UIStep = 0.01; > = 1.0f; float waterAmount < string UIName = "Water color amount"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 2.0; float UIStep = 0.01; > = 1.0f; float waveAmp < string UIName = "Wave amplitude"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 10.0; float UIStep = 0.1; > = 1.0; float waveFreq < string UIName = "Wave frequency"; string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.001; > = 0.1; struct a2v { float4 Position : POSITION; // in object space float3 Normal : NORMAL; float2 TexCoord : TEXCOORD0; float3 Tangent : TEXCOORD1; float3 Binormal : TEXCOORD2; }; struct v2f { float4 Position : POSITION; // in clip space float2 TexCoord : TEXCOORD0; float3 TexCoord1 : TEXCOORD1; // first row of the 3x3 transform from tangent to cube space float3 TexCoord2 : TEXCOORD2; // second row of the 3x3 transform from tangent to cube space float3 TexCoord3 : TEXCOORD3; // third row of the 3x3 transform from tangent to cube space float2 bumpCoord0 : TEXCOORD4; float2 bumpCoord1 : TEXCOORD5; float2 bumpCoord2 : TEXCOORD6; float3 eyeVector : TEXCOORD7; }; // wave functions struct Wave { float freq; // 2*PI / wavelength float amp; // amplitude float phase; // speed * 2*PI / wavelength float2 dir; }; #define NWAVES 2 Wave wave[NWAVES] = { { 1.0, 1.0, 0.5, float2(-1, 0) }, { 2.0, 0.5, 1.3, float2(-0.7, 0.7) } }; float evaluateWave(Wave w, float2 pos, float t) { return w.amp * sin( dot(w.dir, pos)*w.freq + t*w.phase); } // derivative of wave function float evaluateWaveDeriv(Wave w, float2 pos, float t) { return w.freq*w.amp * cos( dot(w.dir, pos)*w.freq + t*w.phase); } // sharp wave functions float evaluateWaveSharp(Wave w, float2 pos, float t, float k) { return w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k); } float evaluateWaveDerivSharp(Wave w, float2 pos, float t, float k) { return k*w.freq*w.amp * pow(sin( dot(w.dir, pos)*w.freq + t*w.phase)* 0.5 + 0.5 , k - 1) * cos( dot(w.dir, pos)*w.freq + t*w.phase); } v2f BumpReflectWaveVS(a2v IN, uniform float4x4 WorldViewProj, uniform float4x4 World, uniform float4x4 ViewIT, uniform float BumpScale, uniform float2 textureScale, uniform float2 bumpSpeed, uniform float time, uniform float waveFreq, uniform float waveAmp ) { v2f OUT; wave[0].freq = waveFreq; wave[0].amp = waveAmp; wave[1].freq = waveFreq*2.0; wave[1].amp = waveAmp*0.5; time *=100.0f; float4 P = IN.Position; // sum waves P.y = 0.0; float ddx = 0.0, ddy = 0.0; for(int i=0; i