uniform sampler2D uTexMain;
uniform sampler2D uTexDudv;
+uniform sampler2D uTexDepth;
+uniform sampler2D uTexBack;
+
uniform vec2 uInvRes;
uniform float uTime;
-in vec2 aUv;
+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 + vec2(uTime*0.04f,uTime*0.03f) );
- vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) );
- vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;
+ 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 );
- FragColor = vec4(reflected.rgb*1.0,reflected.a);
+
+ // 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 );
}