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graphics changes
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_water.fs
diff --git
a/shaders/scene_water.fs
b/shaders/scene_water.fs
index 98875d06dab54885ca44b3e293b0d5947a976529..d4bee82d8eb609a3354a72ff1748d217a1aae889 100644
(file)
--- a/
shaders/scene_water.fs
+++ b/
shaders/scene_water.fs
@@
-17,7
+17,7
@@
uniform vec3 uOceanColour;
#include "motion_vectors_fs.glsl"
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
#include "motion_vectors_fs.glsl"
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
- vec4 beneath, vec4 above )
+ vec4 beneath, vec4 above
, vec4 dudva
)
{
vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
{
vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
@@
-30,11
+30,15
@@
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
// Depth
float depthblend = pow( beneath.r, 0.8 );
// Depth
float depthblend = pow( beneath.r, 0.8 );
- //
Composite
-
vec3 vsurface = mix(surface_tint, above.rgb, ffresnel
);
-
//vsurface += spec
;
+ //
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)
;
- return vec4( vsurface,depthblend );
+ vec4 surf = mix( vec4(surface_tint,depthblend),
+ vec4(1.0,1.0,1.0,0.5), fband );
+ surf.rgb = scene_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );
+ surf.rgb = mix(surf.rgb, above.rgb, ffresnel );
+ return surf;
}
void main()
}
void main()
@@
-55,10
+59,6
@@
void main()
vec3 surfnorm = dudva.rgb + dudvb.rgb;
surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);
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 );
// Lighting
vec3 halfview = -normalize( aCo-uCamera );
@@
-70,8
+70,8
@@
void main()
float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
// Composite
float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
// Composite
- vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );
+ vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above
, dudva
);
vsurface.a -= fdist;
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 )
;
+
+ oColour
= vsurface
;
}
}