3 uniform sampler2D uTexMain;
4 uniform sampler2D uTexDudv;
5 uniform sampler2D uTexBack;
10 uniform float uSurfaceY;
18 #include "common_world.glsl"
20 vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
21 vec4 beneath, vec4 above )
23 vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );
24 vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );
25 vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);
27 float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);
29 vec3 lightdir = vec3(0.95,0.0,-0.3);
30 vec3 specdir = reflect( -lightdir, vnorm );
31 float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
34 float depthblend = pow( beneath.a,0.8 );
37 vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );
40 return vec4( vsurface,depthblend );
45 // Create texture coords
46 vec2 ssuv = gl_FragCoord.xy*uInvRes;
48 // Surface colour composite
49 float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );
51 vec2 world_coord = aCo.xz * 0.008;
52 vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );
53 vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
54 vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;
56 vec3 surfnorm = dudva.rgb + dudvb.rgb;
57 surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);
60 float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );
61 fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);
64 vec3 halfview = -normalize( aCo-uCamera );
67 vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );
68 vec4 beneath = texture( uTexBack, ssuv );
71 float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
74 vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );
76 FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );