X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.fs;fp=shaders%2Fwater.fs;h=0000000000000000000000000000000000000000;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=68fc66da863796327914985805df75c1ea1eac89;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.fs b/shaders/water.fs deleted file mode 100644 index 68fc66d..0000000 --- a/shaders/water.fs +++ /dev/null @@ -1,81 +0,0 @@ -uniform sampler2D uTexMain; -uniform sampler2D uTexDudv; -uniform sampler2D uTexBack; - -uniform vec2 uInvRes; -uniform float uTime; -uniform vec3 uCamera; -uniform float uSurfaceY; -uniform vec3 uBoard0; -uniform vec3 uBoard1; - -uniform vec3 uShoreColour; -uniform vec3 uOceanColour; - -in vec4 aColour; -in vec2 aUv; -in vec3 aNorm; -in vec3 aCo; -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 = 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 ); - - // Sample textures - vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 ); - vec4 beneath = texture( uTexBack, ssuv ); - - // Fog - 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; - oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband ); -}