1 uniform sampler2D uTexMain;
2 uniform sampler2D uTexDudv;
3 uniform sampler2D uTexBack;
8 uniform float uSurfaceY;
12 uniform vec3 uShoreColour;
13 uniform vec3 uOceanColour;
15 #include "common_scene.glsl"
16 #include "motion_vectors_fs.glsl"
18 vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
19 vec4 beneath, vec4 above )
21 vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
23 float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);
25 vec3 lightdir = vec3(0.95,0.0,-0.3);
26 vec3 specdir = reflect( -lightdir, vnorm );
27 float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
30 float depthblend = pow( beneath.r, 0.8 );
33 vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );
36 return vec4( vsurface,depthblend );
41 compute_motion_vectors();
43 // Create texture coords
44 vec2 ssuv = gl_FragCoord.xy*uInvRes;
46 // Surface colour composite
47 float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );
49 vec2 world_coord = aCo.xz * 0.008;
50 vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );
51 vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
52 vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;
54 vec3 surfnorm = dudva.rgb + dudvb.rgb;
55 surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);
58 float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );
59 fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);
62 vec3 halfview = -normalize( aCo-uCamera );
65 vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );
66 vec4 beneath = texture( uTexBack, ssuv );
69 float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
72 vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );
74 oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
75 oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );