char water_fp_uw_reg [] =
"!!ARBfp1.0"
"OPTION ARB_precision_hint_fastest;"//uniform vec3 waterfogcolor;
"PARAM c[6] = { program.local[0..1],"//uniform time;
"{ 0.5, 0, 0.2, 0.15000001 },"//[2]
"{ 0.13, 0.11, 0.17, 0.14 },"//[3]
"{ 0.16, 1, 0.30000001 },"//[4]
"{ 0.06666667, 0 } };"//[5]
"TEMP R0;"
"TEMP R1;"
"TEMP R2;"
"MOV R1, c[3];"//R1={0.13, 0.11, 0.17, 0.14};
"MAD R2.xw, R1.yyzz, c[1].x, fragment.texcoord[0].yyzx;"//R2.x = 0.11 * time + g_TexCoord[0].y; R2.w = 0.17 * time + g_TexCoord[0].x;
"MOV R0.zw, c[2];"
"MAD R0.zw, R0, c[1].x, fragment.texcoord[0].xyxy;"//R0.zw = vec2(0.2, 0.15) * time + g_TexCoord[0];//vec2 vNormTexCoord1 = vec2(0.2, 0.15) * time + g_TexCoord[0];
"MAD R0.x, R1, -c[1], fragment.texcoord[0];"//R0.x = -0.13 * time + g_TexCoord[0].x;
"MOV R0.y, R2.x;"//R0.y = 0.11 * time + g_TexCoord[0].y;//vec2 vNormTexCoord2 = vec2(-0.13, 0.11) * time + g_TexCoord[0];
"TEX R1.xyz, R0, texture[0], 2D;"//R1.xyz = texture2D(normalmap, R0.xy);//vec3 vNorm2 = texture2D(normalmap, vNormTexCoord2);
"TEX R0.xyz, R0.zwzw, texture[0], 2D;"//R0.xyz = texture2D(normalmap, R0.zw);//vec3 vNorm1 = texture2D(normalmap, vNormTexCoord1);
"ADD R2.xyz, R0, R1;"//R2.xyz = R0.xyz+R1.xyz//vec3 vNormal = vNorm1 + vNorm2;
"MOV R0.y, R0.w;"//R0.y = R0.w = 0.15 * time + g_TexCoord[0].y;
"MOV R0.w, c[4].x;"//R0.w = 0.16;
"MAD R1.x, R1.w, -c[1], fragment.texcoord[0];"//R1.x = -0.14 * time + g_TexCoord[0].x;
"MAD R1.y, R0.w, -c[1].x, fragment.texcoord[0];"//R1.y = 0.16 * -time + g_TexCoord[0].y;//vec2 vNormTexCoord4 = vec2(-0.14, 0.16) * time + g_TexCoord[0];
"MOV R0.x, R2.w;"//R0.x = R2.w = 0.17 * time + g_TexCoord[0].x;//vec2 vNormTexCoord3 = vec2(0.17, 0.15) * time + g_TexCoord[0];
"TEX R0.xyz, R0, texture[0], 2D;"//R0.xyz = texture2D(normalmap, R0);//vec3 vNorm3 = texture2D(normalmap, vNormTexCoord3);
"TEX R1.xyz, R1, texture[0], 2D;"//R1.xyz = texture2D(normalmap, R1);//vec3 vNorm4 = texture2D(normalmap, vNormTexCoord4);
"ADD R0.xyz, R2, R0;"//
"ADD R0.xyz, R0, R1;"//R0.xyz = R0.xyz + R1.xyz + R2.xyz//vNormal += vNorm3 + vNorm4;
"MUL R0.xyz, R0, c[2].x;"//vNormal *= 0.5;
"ADD R0.xyz, R0, -c[4].y;"//vNormal -= 1.0;
"DP3 R0.z, R0, R0;"//
"RSQ R0.z, R0.z;"//
"MUL R0.zw, R0.z, R0.xyxy;"//R0.zw = R0.xy * R0.z//vec2 vOffsetTexCoord = normalize(vNormal.xyz).xy;
"RCP R0.x, fragment.texcoord[1].w;"//R0.x = (1.0 / projpos.w);
"MUL R0.zw, R0, c[4].z;"//vOffsetTexCoord *= 0.3;
"MUL R0.xy, R0.x, fragment.texcoord[1];"//R0.xy = projpos.xy * R0.x//vec2 vBaseTexCoord = projpos.xy * (1.0 / projpos.w);
"MAD R0.xy, R0, c[2].x, R0.zwzw;"//R0.xy += R0.zw * 0.5//vec2 vRefractTexCoord = vBaseTexCoord * 0.5 + OffsetTexCoord
"ADD R0.xy, R0, c[2].x;"//R0.xy += 0.5//vRefractTexCoord += 0.5;
"TEX R0, R0, texture[1], 2D;"//R0 = vRefractColor = texture2D(refractmap, vRefractTexCoord);
"ADD R2.x, R0, R0.y;"//R2.x = vRefractColor.x + vRefractColor.y
"MOV R1.w, c[4].y;"//R1.w = 1.0;
"MOV R1.xyz, c[0];"//R1.xyz = waterfogcolor
"ADD R1, -R0, R1;"//R1 -= R0;//waterfogcolor = waterfogcolor - vRefractColor;
"ADD R2.x, R2, R0.z;"//R2.x = R2.x + R0.Z//R2.x = vRefractColor.x + vRefractColor.y + vRefractColor.z;
"MUL R1, R2.x, R1;"//R1 = (waterfogcolor - vRefractColor) * (vRefractColor.x + vRefractColor.y + vRefractColor.z * 1.0)
"MAD result.color, R1, c[5].x, R0;"//g_FragColor = (waterfogcolor - vRefractColor) * (vRefractColor.x + vRefractColor.y + vRefractColor.z) * (1.0/15.0) + vRefractColor;
"END";//float fLerp = (vRefractColor.x + vRefractColor.y + vRefractColor.z) / 15.0;g_FragColor = vRefractColor * (1.0 - fLerp) + vec4(waterfogcolor, 1.0) * fLerp;
整理结果:
//Fragment Shader
uniform vec3 waterfogcolor;
uniform float time;
uniform sampler2D normalmap;
uniform sampler2D refractmap;
varying vec4 projpos;
void main()
{
//calculate the normal texcoord and sample the normal vector from texture
vec2 vNormTexCoord1 = vec2(0.2, 0.15) * time + g_TexCoord[0];
vec2 vNormTexCoord2 = vec2(-0.13, 0.11) * time + g_TexCoord[0];
vec2 vNormTexCoord3 = vec2(-0.14, -0.16) * time + g_TexCoord[0];
vec2 vNormTexCoord4 = vec2(0.17, 0.15) * time + g_TexCoord[0];
vec4 vNorm1 = texture2D(normalmap, vNormTexCoord1);
vec4 vNorm2 = texture2D(normalmap, vNormTexCoord2);
vec4 vNorm3 = texture2D(normalmap, vNormTexCoord3);
vec4 vNorm4 = texture2D(normalmap, vNormTexCoord4);
vec4 vNormal = vNorm1 + vNorm2 + vNorm3 + vNorm4;
vNormal = vNormal * 0.5 - 1.0;
//texcoord offset
vec2 vOffsetTexCoord = normalize(vNormal.xyz).xy * 0.3;
//sample the refract color
vec2 vBaseTexCoord = projpos.xy * (1.0 / projpos.w) * 0.5 + 0.5;
vec2 vRefractTexCoord = vBaseTexCoord + vOffsetTexCoord;
vec4 vRefractColor = texture2D(refractmap, vRefractTexCoord);
//lerp waterfog color and refraction color
float fLerp = (vRefractColor.x + vRefractColor.y + vRefractColor.z) / 15.0;
g_FragColor = vRefractColor * (1.0 - fLerp) + vec4(waterfogcolor, 1.0) * fLerp;
}