uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
+// Pasted from common_world.glsl
+vec3 water_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )
+{
+ float light_mask = compute_board_shadow();
+
+ if( g_light_preview == 1 )
+ diffuse = vec3(0.75);
+
+ // Lighting
+ vec3 halfview = uCamera - co;
+ float fdist = length(halfview);
+ halfview /= fdist;
+
+ float world_shadow = newlight_compute_sun_shadow(
+ co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );
+
+ vec3 total_light = clearskies_lighting(
+ normal, min( light_mask, world_shadow ), halfview );
+
+ vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;
+ cube_coord = floor( cube_coord );
+
+ if( g_debug_indices == 1 )
+ {
+ return rand33(cube_coord);
+ }
+
+ if( g_debug_complexity == 1 )
+ {
+ ivec3 coord = ivec3( cube_coord );
+ uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
+
+ uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);
+ return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );
+ }
+
+ // FIXME: this coord should absolutely must be clamped!
+
+ ivec3 coord = ivec3( cube_coord );
+ uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );
+
+ total_light +=
+ scene_calculate_packed_light_patch( index_sample.x,
+ halfview, co, normal )
+ * light_mask;
+ total_light +=
+ scene_calculate_packed_light_patch( index_sample.y,
+ halfview, co, normal )
+ * light_mask;
+
+ return diffuse * total_light;
+}
+
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);
// 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 = water_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );
+ surf.rgb = mix(surf.rgb, above.rgb, ffresnel );
+
+ // Take a section of the sky function to give us a matching fog colour
+ vec3 fog_colour = clearskies_ambient( -halfview );
+ float sun_theta = dot( -halfview, g_sun_dir.xyz );
+ float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );
+ float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;
+
+ vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );
+ sun_colour *= sun_shape;
+
+ fog_colour += sun_colour;
+ surf.rgb = scene_apply_fog( surf.rgb, fog_colour,
+ distance(uCamera, aWorldCo) );
+
+ return surf;
}
void main()
vec2 ssuv = gl_FragCoord.xy*uInvRes;
// Surface colour composite
- float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 );
+ 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 );
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 );
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;
- 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;
}