framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water_fast.fs
1 uniform sampler2D uTexDudv;
2
3 uniform float uTime;
4 uniform vec3 uCamera;
5 uniform float uSurfaceY;
6
7 uniform vec3 uShoreColour;
8 uniform vec3 uOceanColour;
9
10 in vec4 aColour;
11 in vec2 aUv;
12 in vec3 aNorm;
13 in vec3 aCo;
14 in vec3 aWorldCo;
15
16 #include "common_world.glsl"
17 #include "motion_vectors_fs.glsl"
18
19 vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )
20 {
21 vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
22
23 float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);
24
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;
28
29 return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) );
30 }
31
32 void main()
33 {
34 compute_motion_vectors();
35
36 // Surface colour composite
37 float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );
38
39 vec2 world_coord = aCo.xz * 0.008;
40 vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );
41 vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
42 vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;
43
44 vec3 surfnorm = dudva.rgb + dudvb.rgb;
45 surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);
46
47 // Foam
48 float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );
49 fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);
50
51 // Lighting
52 vec3 halfview = -normalize( aCo-uCamera );
53
54 // Fog
55 float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
56
57 // Composite
58 vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );
59 vsurface.a -= fdist;
60 oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
61 }