/*********************************************************************NVMH3**** 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 11 Aug 05: converted from HLSL to GLSL by Jeff Doyle (nfz) to work in Ogre ******************************************************************************/ uniform vec3 eyePosition; uniform float BumpScale; uniform vec2 textureScale; uniform vec2 bumpSpeed; uniform float time; uniform float waveFreq; uniform float waveAmp; uniform mat4 worldViewProj; attribute vec4 vertex; attribute vec4 uv0; varying mat3 rotMatrix; // transform from tangent to obj space varying vec2 bumpCoord0; varying vec2 bumpCoord1; varying vec2 bumpCoord2; varying vec3 eyeVector; // wave functions struct Wave { float freq; // 2*PI / wavelength float amp; // amplitude float phase; // speed * 2*PI / wavelength vec2 dir; }; void main(void) { #define NWAVES 2 Wave wave[NWAVES]; wave[0] = Wave( waveFreq, waveAmp, 0.5, vec2(-1, 0) ); wave[1] = Wave( 3.0 * waveFreq, 0.33 * waveAmp, 1.7, vec2(-0.7, 0.7) ); vec4 P = vertex; // sum waves float ddx = 0.0, ddy = 0.0; float deriv; float angle; // wave synthesis using two sine waves at different frequencies and phase shift for(int i = 0; i