uniform sampler2D uTexDudv; uniform float uTime; uniform vec3 uCamera; uniform float uSurfaceY; uniform vec3 uBoard0; uniform vec3 uBoard1; uniform vec3 uShoreColour; uniform vec3 uOceanColour; #include "light_clearskies_stddef.glsl" #include "common_scene.glsl" #include "motion_vectors_fs.glsl" vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue ) { vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue); float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0); vec3 lightdir = vec3(0.95,0.0,-0.3); vec3 specdir = reflect( -lightdir, vnorm ); float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3; return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) ); } void main() { compute_motion_vectors(); // Surface colour composite float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 ); vec2 world_coord = aCo.xz * 0.008; vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 ); vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5; vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5; vec3 surfnorm = dudva.rgb + dudvb.rgb; surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1); // Foam float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 ); fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0); // Lighting vec3 halfview = -normalize( aCo-uCamera ); // Fog float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6); // Composite vec4 vsurface = water_surf( halfview, surfnorm, depthvalue ); vsurface.a -= fdist; oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband ); oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo ); }