3 static void shader_water_link(void);
4 static void shader_water_register(void);
5 static struct vg_shader _shader_water
= {
7 .link
= shader_water_link
,
10 .orig_file
= "../shaders/water.vs",
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
20 "uniform mat4x3 uMdl;\n"
21 "uniform vec4 uDepthBounds;\n"
28 " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
29 " gl_Position = uPv * vec4(world_pos,1.0);\n"
31 " vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
32 " aUv = vec4(world_pos.xz*0.1,depth_coords);\n"
38 .orig_file
= "../shaders/water.fs",
40 "out vec4 FragColor;\n"
42 "uniform sampler2D uTexMain;\n"
43 "uniform sampler2D uTexDudv;\n"
44 "uniform sampler2D uTexDepth;\n"
45 "uniform vec2 uInvRes;\n"
46 "uniform float uTime;\n"
53 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
54 " vec4 dudva = texture( uTexDudv, aUv.xy + vec2(uTime*0.04f,uTime*0.03f) );\n"
55 " vec4 dudvb = texture( uTexDudv, aUv.xy - vec2(uTime*0.1,uTime*0.054) );\n"
57 " vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;\n"
59 " vec4 reflected = texture( uTexMain, ssuv+distortamt );\n"
60 " float depthvalue = texture( uTexDepth, aUv.zw ).r;\n"
61 " float opacity = smoothstep( 0.0, 0.1, depthvalue );\n"
63 " vec3 colour_shore = vec3( 0.96, 0.98, 0.9 );\n"
64 " vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
65 " vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue );\n"
67 " vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7);\n"
69 " float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n"
70 " band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n"
72 " FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2);\n"
77 static GLuint _uniform_water_uPv
;
78 static GLuint _uniform_water_uMdl
;
79 static GLuint _uniform_water_uDepthBounds
;
80 static GLuint _uniform_water_uTexMain
;
81 static GLuint _uniform_water_uTexDudv
;
82 static GLuint _uniform_water_uTexDepth
;
83 static GLuint _uniform_water_uInvRes
;
84 static GLuint _uniform_water_uTime
;
85 static void shader_water_uPv(m4x4f m
){
86 glUniformMatrix4fv( _uniform_water_uPv
, 1, GL_FALSE
, (float *)m
);
88 static void shader_water_uMdl(m4x3f m
){
89 glUniformMatrix4x3fv( _uniform_water_uMdl
, 1, GL_FALSE
, (float *)m
);
91 static void shader_water_uDepthBounds(v4f v
){
92 glUniform4fv( _uniform_water_uDepthBounds
, 1, v
);
94 static void shader_water_uTexMain(int i
){
95 glUniform1i( _uniform_water_uTexMain
, i
);
97 static void shader_water_uTexDudv(int i
){
98 glUniform1i( _uniform_water_uTexDudv
, i
);
100 static void shader_water_uTexDepth(int i
){
101 glUniform1i( _uniform_water_uTexDepth
, i
);
103 static void shader_water_uInvRes(v2f v
){
104 glUniform2fv( _uniform_water_uInvRes
, 1, v
);
106 static void shader_water_uTime(float f
){
107 glUniform1f( _uniform_water_uTime
, f
);
109 static void shader_water_register(void){
110 vg_shader_register( &_shader_water
);
112 static void shader_water_use(void){ glUseProgram(_shader_water
.id
); }
113 static void shader_water_link(void){
114 _uniform_water_uPv
= glGetUniformLocation( _shader_water
.id
, "uPv" );
115 _uniform_water_uMdl
= glGetUniformLocation( _shader_water
.id
, "uMdl" );
116 _uniform_water_uDepthBounds
= glGetUniformLocation( _shader_water
.id
, "uDepthBounds" );
117 _uniform_water_uTexMain
= glGetUniformLocation( _shader_water
.id
, "uTexMain" );
118 _uniform_water_uTexDudv
= glGetUniformLocation( _shader_water
.id
, "uTexDudv" );
119 _uniform_water_uTexDepth
= glGetUniformLocation( _shader_water
.id
, "uTexDepth" );
120 _uniform_water_uInvRes
= glGetUniformLocation( _shader_water
.id
, "uInvRes" );
121 _uniform_water_uTime
= glGetUniformLocation( _shader_water
.id
, "uTime" );
123 #endif /* SHADER_water_H */