X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water_fast.fs;fp=shaders%2Fscene_water_fast.fs;h=81a4b021754e6561f17403e517394cb8552288de;hb=192990d6d24e53749ca046fef808a63cf162ab8a;hp=0000000000000000000000000000000000000000;hpb=34a8df54eb962f3ad2e036355041f5bc5cabe5a0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water_fast.fs b/shaders/scene_water_fast.fs new file mode 100644 index 0000000..81a4b02 --- /dev/null +++ b/shaders/scene_water_fast.fs @@ -0,0 +1,63 @@ +uniform sampler2D uTexDudv; + +uniform float uTime; +uniform vec3 uCamera; +uniform float uSurfaceY; +uniform vec3 uBoard0; +uniform vec3 uBoard1; + +uniform vec3 uShoreColour; +uniform vec3 uOceanColour; + +in vec2 aUv; +in vec4 aNorm; +in vec3 aCo; +in vec3 aWorldCo; +flat in ivec4 aLights; + +#include "common_scene.glsl" +#include "motion_vectors_fs.glsl" + +vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue ) +{ + 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; + + return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) ); +} + +void main() +{ + compute_motion_vectors(); + + // Surface colour composite + float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 ); + + 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); + + // 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 ); + + // Fog + float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6); + + // Composite + vec4 vsurface = water_surf( halfview, surfnorm, depthvalue ); + vsurface.a -= fdist; + oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband ); +}