POWER
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index ca3ab47340ffdb343247e88a65d8c3d312083aa3..e334a5c74e38d635a6b519261f69369104a6cde7 100644 (file)
@@ -53,6 +53,9 @@ static struct vg_shader _shader_water = {
 "uniform vec3 uCamera;\n"
 "uniform float uSurfaceY;\n"
 "\n"
+"uniform vec3 uShoreColour;\n"
+"uniform vec3 uOceanColour;\n"
+"\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
 "in vec3 aNorm;\n"
@@ -157,14 +160,12 @@ static struct vg_shader _shader_water = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     19        0 \n"
+"#line     22        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
 "      vec4 beneath, vec4 above )\n"
 "{\n"
-"   vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
-"   vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
-"   vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
+"   vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
 "\n"
 "   float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
 "\n"
@@ -229,6 +230,8 @@ static GLuint _uniform_water_uInvRes;
 static GLuint _uniform_water_uTime;
 static GLuint _uniform_water_uCamera;
 static GLuint _uniform_water_uSurfaceY;
+static GLuint _uniform_water_uShoreColour;
+static GLuint _uniform_water_uOceanColour;
 static GLuint _uniform_water_g_world_depth;
 static void shader_water_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
@@ -257,6 +260,12 @@ static void shader_water_uCamera(v3f v){
 static void shader_water_uSurfaceY(float f){
    glUniform1f( _uniform_water_uSurfaceY, f );
 }
+static void shader_water_uShoreColour(v3f v){
+   glUniform3fv( _uniform_water_uShoreColour, 1, v );
+}
+static void shader_water_uOceanColour(v3f v){
+   glUniform3fv( _uniform_water_uOceanColour, 1, v );
+}
 static void shader_water_g_world_depth(int i){
    glUniform1i( _uniform_water_g_world_depth, i );
 }
@@ -274,6 +283,8 @@ static void shader_water_link(void){
    _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
    _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
    _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
+   _uniform_water_uShoreColour = glGetUniformLocation( _shader_water.id, "uShoreColour" );
+   _uniform_water_uOceanColour = glGetUniformLocation( _shader_water.id, "uOceanColour" );
    _uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" );
 }
 #endif /* SHADER_water_H */