1de00ecac59ec0c9345e040331f2afc68a734673
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.fs
1 #include "water_ref.glsl"
2
3 out vec4 FragColor;
4
5 uniform sampler2D uTexMain;
6 uniform sampler2D uTexDudv;
7 uniform sampler2D uTexDepth;
8 uniform sampler2D uTexBack;
9
10 uniform vec2 uInvRes;
11 uniform float uTime;
12
13 uniform vec3 uCamera;
14 uniform float uSurfaceY;
15
16 in vec4 aUv;
17 in vec3 aCo;
18 in float aDepth;
19
20 void main()
21 {
22 // Create texture coords
23 vec2 ssuv = gl_FragCoord.xy*uInvRes;
24
25 // Surface colour composite
26 float depthvalue = texture( uTexDepth, aUv.zw ).r;
27
28 vec4 dudva = texture(uTexDudv, aUv.xy + vec2(uTime*0.008,uTime*0.006))-0.5;
29 vec4 dudvb = texture(uTexDudv, aUv.xy*7.0-vec2(uTime*0.003,uTime*0.03))-0.5;
30
31 vec3 surfnorm = dudva.rgb + dudvb.rgb;
32 surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);
33
34 // Foam
35 float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );
36 fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);
37
38 // Lighting
39 vec3 halfview = -normalize( aCo-uCamera );
40
41 // Sample textures
42 vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );
43 vec4 beneath = texture( uTexBack, ssuv );
44
45 // Fog
46 //vec4 horizon = vec4( 0.5, 0.6, 0.9, 1.0 );
47 vec4 horizon = vec4( 0.7,0.8,0.88, 1.0 );
48 float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
49
50 // Composite
51 vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );
52 vsurface.a -= fdist;
53 FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
54 }