-#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;
-
uniform vec3 uCamera;
uniform float uSurfaceY;
-in vec4 aUv;
+uniform vec3 uShoreColour;
+uniform vec3 uOceanColour;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
in vec3 aCo;
-in float aDepth;
+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 = texture( uTexDepth, aUv.zw ).r;
+ float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );
- 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;
+ 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);
vec4 beneath = texture( uTexBack, ssuv );
// 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);
// 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 );
+ oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
}