X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.fs;h=da92d134e8e3bda2c3098b32a88bf3c154190f6e;hb=1656d58a7bd17df4a1edcc9677ade4dbafc82229;hp=b352e39922ed6edb04894f9f285cba99dad9130c;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.fs b/shaders/water.fs index b352e39..da92d13 100644 --- a/shaders/water.fs +++ b/shaders/water.fs @@ -2,19 +2,33 @@ out vec4 FragColor; uniform sampler2D uTexMain; uniform sampler2D uTexDudv; +uniform sampler2D uTexDepth; uniform vec2 uInvRes; uniform float uTime; -in vec2 aUv; +in vec4 aUv; +in vec3 aCo; void main() { 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) ); + vec4 dudva = texture( uTexDudv, aUv.xy + vec2(uTime*0.04f,uTime*0.03f) ); + vec4 dudvb = texture( uTexDudv, aUv.xy - vec2(uTime*0.1,uTime*0.054) ); vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0; vec4 reflected = texture( uTexMain, ssuv+distortamt ); - FragColor = vec4(reflected.rgb*1.0,reflected.a); + float depthvalue = texture( uTexDepth, aUv.zw ).r; + float opacity = smoothstep( 0.0, 0.1, depthvalue ); + + vec3 colour_shore = vec3( 0.96, 0.98, 0.9 ); + vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 ); + vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue ); + + vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7); + + float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 ); + band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0); + + FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2); }