+#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;
-in vec2 aUv;
+uniform vec3 uCamera;
+uniform float uSurfaceY;
+
+in vec4 aUv;
+in vec3 aCo;
+in float aDepth;
void main()
{
+ // Create texture coords
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) );
+
+ // Surface colour composite
+ float depthvalue = texture( uTexDepth, aUv.zw ).r;
+
+ vec4 dudva = texture(uTexDudv, aUv.xy + vec2(uTime*0.008,uTime*0.006))-0.5;
+ vec4 dudvb = texture(uTexDudv, aUv.xy*7.0-vec2(uTime*0.003,uTime*0.03))-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 );
- vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;
+ // Fog
+ //vec4 horizon = vec4( 0.5, 0.6, 0.9, 1.0 );
+ vec4 horizon = vec4( 0.7,0.8,0.88, 1.0 );
+ float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);
- vec4 reflected = texture( uTexMain, ssuv+distortamt );
- FragColor = vec4(reflected.rgb*0.9,reflected.a);
+ // Composite
+ vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );
+ vsurface.a -= fdist;
+ FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
}