#include "water_ref.glsl" out vec4 FragColor; uniform sampler2D uTexMain; uniform sampler2D uTexDudv; uniform sampler2D uTexDepth; uniform sampler2D uTexBack; uniform vec2 uInvRes; uniform float uTime; uniform vec3 uCamera; uniform float uSurfaceY; in vec4 aUv; in vec3 aCo; in float aDepth; void main() { // Create texture coords vec2 ssuv = gl_FragCoord.xy*uInvRes; // Surface colour composite float depthvalue = texture( uTexDepth, aUv.zw ).r; vec4 dudva = texture(uTexDudv, aUv.xy + vec2(uTime*0.008,uTime*0.006))-0.5; vec4 dudvb = texture(uTexDudv, aUv.xy*7.0-vec2(uTime*0.003,uTime*0.03))-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 ); // Sample textures vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 ); vec4 beneath = texture( uTexBack, ssuv ); // Fog //vec4 horizon = vec4( 0.5, 0.6, 0.9, 1.0 ); vec4 horizon = vec4( 0.7,0.8,0.88, 1.0 ); float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6); // Composite vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above ); vsurface.a -= fdist; FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband ); }