X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.fs;h=eced89aef82cb4e6eedc85f305bda45374a11202;hb=a1adba47558099cab82aa6d10abdc1dca11d3342;hp=077a8e68848e0916fa31ca7a8dcb26dba2dfcba6;hpb=dfee9022b3513fddec36f7ea70867ee5961a44da;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.fs b/shaders/water.fs index 077a8e6..eced89a 100644 --- a/shaders/water.fs +++ b/shaders/water.fs @@ -1,59 +1,79 @@ -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; +uniform vec3 uShoreColour; +uniform vec3 uOceanColour; + +in vec4 aColour; +in vec2 aUv; +in vec3 aNorm; in vec3 aCo; -in float aDepth; +in vec3 aWorldCo; -void main() +#include "common_world.glsl" +#include "motion_vectors_fs.glsl" + +vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, + vec4 beneath, vec4 above ) { - // Reflected and warped texture - vec2 ssuv = gl_FragCoord.xy*uInvRes; + vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue); - vec4 dudva = texture( uTexDudv, aUv.xy - vec2(uTime*0.004f,uTime*0.003f) ); - vec4 dudvb = texture( uTexDudv, aUv.xy*0.7 - vec2(uTime*0.01,uTime*0.0054) ); - vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 0.6; + float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0); - vec4 reflected = texture( uTexMain, ssuv+distortamt ); + 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 = texture( uTexDepth, aUv.zw ).r; + 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 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, pow(depthvalue,1.8))*1.5; + 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*0.1+uTime*0.1-depthvalue*10.0 ); - fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0); + 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 surfnorm = vec3(distortamt.x,1.0,distortamt.y); - vec3 halfview = -normalize( aCo-uCamera ); - float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0); - vec3 lightdir = vec3(0.95,0.0,-0.3); - vec3 specdir = reflect( -lightdir, surfnorm ); - float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3; - - // Depth - vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 ); - float depthblend = pow(backsample.a,0.8); + // 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 - vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel ); - vsurface += spec; - - FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband ); + 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 ); }