out vec4 FragColor; uniform sampler2D uTexMain; uniform sampler2D uTexDudv; uniform sampler2D uTexDepth; uniform vec2 uInvRes; uniform float uTime; in vec4 aUv; in vec3 aCo; void main() { vec2 ssuv = gl_FragCoord.xy*uInvRes; vec4 dudva = texture( uTexDudv, aUv.xy + vec2(uTime*0.04f,uTime*0.03f) ); vec4 dudvb = texture( uTexDudv, aUv.xy - vec2(uTime*0.1,uTime*0.054) ); vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0; vec4 reflected = texture( uTexMain, ssuv+distortamt ); float depthvalue = texture( uTexDepth, aUv.zw ).r; float opacity = smoothstep( 0.0, 0.1, depthvalue ); vec3 colour_shore = vec3( 0.96, 0.98, 0.9 ); vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 ); vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue ); vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7); float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 ); band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0); FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2); }