stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index e50253c9854de1bf6d232e375385c186c646d426..67b07454cbb3eb7a22117bc0d51a49feba8c56de 100644 (file)
@@ -18,14 +18,22 @@ static struct vg_shader _shader_water = {
 "\n"
 "uniform mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
+"uniform vec4 uDepthBounds;\n"
 "\n"
-"out vec2 aUv;\n"
+"out vec4 aUv;\n"
+"out vec3 aCo;\n"
+"out float aDepth;\n"
 "\n"
 "void main()\n"
 "{\n"
 "   vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
 "   gl_Position = uPv * vec4(world_pos,1.0);\n"
-"   aUv = vec2(world_pos[0],world_pos[2])*0.15;\n"
+"\n"
+"   vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
+"   aUv = vec4(world_pos.xz*0.01,depth_coords);\n"
+"   aCo = world_pos;\n"
+"\n"
+"   aDepth = gl_Position.z;\n"
 "}\n"
 ""},
    .fs = 
@@ -36,49 +44,108 @@ static struct vg_shader _shader_water = {
 "\n"
 "uniform sampler2D uTexMain;\n"
 "uniform sampler2D uTexDudv;\n"
+"uniform sampler2D uTexDepth;\n"
+"uniform sampler2D uTexBack;\n"
+"\n"
 "uniform vec2 uInvRes;\n"
 "uniform float uTime;\n"
 "\n"
-"in vec2 aUv;\n"
+"uniform vec3 uCamera;\n"
+"uniform float uSurfaceY;\n"
+"\n"
+"in vec4 aUv;\n"
+"in vec3 aCo;\n"
+"in float aDepth;\n"
 "\n"
 "void main()\n"
 "{\n"
+"   // Reflected and warped texture\n"
 "   vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
-"   vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) );\n"
-"   vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) );\n"
 "\n"
-"   vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;\n"
+"   vec4 dudva = texture( uTexDudv, aUv.xy - vec2(uTime*0.004f,uTime*0.003f) );\n"
+"   vec4 dudvb = texture( uTexDudv, aUv.xy*0.7 - vec2(uTime*0.01,uTime*0.0054) );\n"
+"   vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 0.6;\n"
 "\n"
 "   vec4 reflected = texture( uTexMain, ssuv+distortamt );\n"
-"   FragColor = vec4(reflected.rgb*1.0,reflected.a);\n"
+"   \n"
+"   // Surface colour composite\n"
+"   float depthvalue = texture( uTexDepth, aUv.zw ).r;\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, pow(depthvalue,1.8))*1.5;\n"
+"   \n"
+"   // Foam\n"
+"   float fband = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n"
+"   fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n"
+"\n"
+"   // Lighting\n"
+"   vec3 surfnorm = vec3(distortamt.x,1.0,distortamt.y);\n"
+"   \n"
+"   vec3 halfview = -normalize( aCo-uCamera );\n"
+"   float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0);\n"
+"\n"
+"   vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
+"   vec3 specdir = reflect( -lightdir, surfnorm );\n"
+"   float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
+"   \n"
+"   // Depth \n"
+"   vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 );\n"
+"   float depthblend = pow(backsample.a,0.8);\n"
+"\n"
+"   // Composite\n"
+"   vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel );\n"
+"   vsurface += spec;\n"
+"   \n"
+"   FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband );\n"
 "}\n"
 ""},
 };
 
 static GLuint _uniform_water_uPv;
 static GLuint _uniform_water_uMdl;
+static GLuint _uniform_water_uDepthBounds;
 static GLuint _uniform_water_uTexMain;
 static GLuint _uniform_water_uTexDudv;
+static GLuint _uniform_water_uTexDepth;
+static GLuint _uniform_water_uTexBack;
 static GLuint _uniform_water_uInvRes;
 static GLuint _uniform_water_uTime;
+static GLuint _uniform_water_uCamera;
+static GLuint _uniform_water_uSurfaceY;
 static void shader_water_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
 }
 static void shader_water_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
 }
+static void shader_water_uDepthBounds(v4f v){
+   glUniform4fv( _uniform_water_uDepthBounds, 1, v );
+}
 static void shader_water_uTexMain(int i){
    glUniform1i( _uniform_water_uTexMain, i );
 }
 static void shader_water_uTexDudv(int i){
    glUniform1i( _uniform_water_uTexDudv, i );
 }
+static void shader_water_uTexDepth(int i){
+   glUniform1i( _uniform_water_uTexDepth, i );
+}
+static void shader_water_uTexBack(int i){
+   glUniform1i( _uniform_water_uTexBack, i );
+}
 static void shader_water_uInvRes(v2f v){
    glUniform2fv( _uniform_water_uInvRes, 1, v );
 }
 static void shader_water_uTime(float f){
    glUniform1f( _uniform_water_uTime, f );
 }
+static void shader_water_uCamera(v3f v){
+   glUniform3fv( _uniform_water_uCamera, 1, v );
+}
+static void shader_water_uSurfaceY(float f){
+   glUniform1f( _uniform_water_uSurfaceY, f );
+}
 static void shader_water_register(void){
    vg_shader_register( &_shader_water );
 }
@@ -86,9 +153,14 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); }
 static void shader_water_link(void){
    _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
    _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" );
+   _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" );
    _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
    _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
+   _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" );
+   _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );
    _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" );
    _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
+   _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
+   _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
 }
 #endif /* SHADER_water_H */