fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.fs
diff --git a/shaders/water.fs b/shaders/water.fs
deleted file mode 100644 (file)
index 68fc66d..0000000
+++ /dev/null
@@ -1,81 +0,0 @@
-uniform sampler2D uTexMain;
-uniform sampler2D uTexDudv;
-uniform sampler2D uTexBack;
-
-uniform vec2 uInvRes;
-uniform float uTime;
-uniform vec3 uCamera;
-uniform float uSurfaceY;
-uniform vec3 uBoard0;
-uniform vec3 uBoard1;
-
-uniform vec3 uShoreColour;
-uniform vec3 uOceanColour;
-
-in vec4 aColour;
-in vec2 aUv;
-in vec3 aNorm;
-in vec3 aCo;
-in vec3 aWorldCo;
-
-#include "common_world.glsl"
-#include "motion_vectors_fs.glsl"
-
-vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, 
-      vec4 beneath, vec4 above )
-{
-   vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
-
-   float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);
-
-   vec3 lightdir = vec3(0.95,0.0,-0.3);
-   vec3 specdir = reflect( -lightdir, vnorm );
-   float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
-   
-   // Depth 
-   float depthblend = pow( beneath.a,0.8 );
-
-   // Composite
-   vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );
-   //vsurface += spec;
-
-   return vec4( vsurface,depthblend );
-}
-
-void main()
-{
-   compute_motion_vectors();
-
-   // Create texture coords
-   vec2 ssuv = gl_FragCoord.xy*uInvRes;
-   
-   // Surface colour composite
-   float depthvalue = clamp( -world_depth_sample( 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 );
-   vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
-   vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-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
-   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;
-   oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
-}