X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.fs;h=0be43893cb803fea710a7c86a7f689f5b4c7163c;hb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;hp=1de00ecac59ec0c9345e040331f2afc68a734673;hpb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.fs b/shaders/water.fs index 1de00ec..0be4389 100644 --- a/shaders/water.fs +++ b/shaders/water.fs @@ -1,21 +1,43 @@ -#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; +in vec4 aColour; +in vec2 aUv; +in vec3 aNorm; in vec3 aCo; -in float aDepth; + +#include "common_world.glsl" + +vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, + vec4 beneath, vec4 above ) +{ + vec3 colour_shore = vec3( 0.21, 0.6, 0.8 ); + vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 ); + vec3 surface_tint = mix(colour_shore, colour_ocean, 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() { @@ -23,10 +45,12 @@ void main() 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); @@ -43,8 +67,6 @@ void main() 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