X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.fs;h=1de00ecac59ec0c9345e040331f2afc68a734673;hb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;hp=b352e39922ed6edb04894f9f285cba99dad9130c;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.fs b/shaders/water.fs index b352e39..1de00ec 100644 --- a/shaders/water.fs +++ b/shaders/water.fs @@ -1,20 +1,54 @@ +#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; -in vec2 aUv; +uniform vec3 uCamera; +uniform float uSurfaceY; + +in vec4 aUv; +in vec3 aCo; +in float aDepth; void main() { + // Create texture coords vec2 ssuv = gl_FragCoord.xy*uInvRes; - vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) ); - vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) ); + + // Surface colour composite + float depthvalue = texture( uTexDepth, aUv.zw ).r; + + 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; + + 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 ); - vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0; + // 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); - vec4 reflected = texture( uTexMain, ssuv+distortamt ); - FragColor = vec4(reflected.rgb*1.0,reflected.a); + // Composite + vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above ); + vsurface.a -= fdist; + FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband ); }