#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() { // Reflected and warped texture vec2 ssuv = gl_FragCoord.xy*uInvRes; vec4 dudva = texture( uTexDudv, aUv.xy - vec2(uTime*0.004f,uTime*0.003f) ); vec4 dudvb = texture( uTexDudv, aUv.xy*0.7 - vec2(uTime*0.01,uTime*0.0054) ); vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 0.6; vec4 reflected = texture( uTexMain, ssuv+distortamt ); // Surface colour composite float depthvalue = texture( uTexDepth, aUv.zw ).r; vec3 colour_shore = vec3( 0.21, 0.6, 0.8 ); vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 ); vec3 surface_tint = mix(colour_shore, colour_ocean, pow(depthvalue,1.8))*1.5; // Foam float fband = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 ); fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0); // Lighting vec3 surfnorm = vec3(distortamt.x,1.0,distortamt.y); vec3 halfview = -normalize( aCo-uCamera ); float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0); vec3 lightdir = vec3(0.95,0.0,-0.3); vec3 specdir = reflect( -lightdir, surfnorm ); float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3; // Depth vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 ); float depthblend = pow(backsample.a,0.8); // Composite vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel ); vsurface += spec; FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband ); }