even more collision filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water_fast.fs
1 out vec4 FragColor;
2
3 uniform sampler2D uTexDudv;
4
5 uniform float uTime;
6 uniform vec3 uCamera;
7 uniform float uSurfaceY;
8
9 uniform vec3 uShoreColour;
10 uniform vec3 uOceanColour;
11
12 in vec4 aColour;
13 in vec2 aUv;
14 in vec3 aNorm;
15 in vec3 aCo;
16 in vec3 aWorldCo;
17
18 #include "common_world.glsl"
19
20 vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )
21 {
22 vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
23
24 float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);
25
26 vec3 lightdir = vec3(0.95,0.0,-0.3);
27 vec3 specdir = reflect( -lightdir, vnorm );
28 float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
29
30 return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) );
31 }
32
33 void main()
34 {
35 // Surface colour composite
36 float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );
37
38 vec2 world_coord = aCo.xz * 0.008;
39 vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );
40 vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
41 vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;
42
43 vec3 surfnorm = dudva.rgb + dudvb.rgb;
44 surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);
45
46 // Foam
47 float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );
48 fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);
49
50 // Lighting
51 vec3 halfview = -normalize( aCo-uCamera );
52
53 // Fog
54 float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
55
56 // Composite
57 vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );
58 vsurface.a -= fdist;
59 FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
60 }