1 #include "water_ref.glsl"
5 uniform sampler2D uTexMain;
6 uniform sampler2D uTexDudv;
7 uniform sampler2D uTexDepth;
8 uniform sampler2D uTexBack;
14 uniform float uSurfaceY;
22 // Reflected and warped texture
23 vec2 ssuv = gl_FragCoord.xy*uInvRes;
25 vec4 dudva = texture( uTexDudv, aUv.xy - vec2(uTime*0.004f,uTime*0.003f) );
26 vec4 dudvb = texture( uTexDudv, aUv.xy*0.7 - vec2(uTime*0.01,uTime*0.0054) );
27 vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 0.6;
29 vec4 reflected = texture( uTexMain, ssuv+distortamt );
31 // Surface colour composite
32 float depthvalue = texture( uTexDepth, aUv.zw ).r;
34 vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );
35 vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );
36 vec3 surface_tint = mix(colour_shore, colour_ocean, pow(depthvalue,1.8))*1.5;
39 float fband = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );
40 fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);
43 vec3 surfnorm = vec3(distortamt.x,1.0,distortamt.y);
45 vec3 halfview = -normalize( aCo-uCamera );
46 float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0);
48 vec3 lightdir = vec3(0.95,0.0,-0.3);
49 vec3 specdir = reflect( -lightdir, surfnorm );
50 float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
53 vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 );
54 float depthblend = pow(backsample.a,0.8);
57 vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel );
60 FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband );