X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=67b07454cbb3eb7a22117bc0d51a49feba8c56de;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=749067ed1e1d622ba8b08a4fbc3fae7308de149b;hpb=1f1d636056450dcd23cce55c0795ec6276272531;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 749067e..67b0745 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -18,14 +18,22 @@ static struct vg_shader _shader_water = { "\n" "uniform mat4 uPv;\n" "uniform mat4x3 uMdl;\n" +"uniform vec4 uDepthBounds;\n" "\n" -"out vec2 aUv;\n" +"out vec4 aUv;\n" +"out vec3 aCo;\n" +"out float aDepth;\n" "\n" "void main()\n" "{\n" " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n" " gl_Position = uPv * vec4(world_pos,1.0);\n" -" aUv = vec2(world_pos[0],world_pos[2])*0.15;\n" +"\n" +" vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n" +" aUv = vec4(world_pos.xz*0.01,depth_coords);\n" +" aCo = world_pos;\n" +"\n" +" aDepth = gl_Position.z;\n" "}\n" ""}, .fs = @@ -36,49 +44,108 @@ static struct vg_shader _shader_water = { "\n" "uniform sampler2D uTexMain;\n" "uniform sampler2D uTexDudv;\n" +"uniform sampler2D uTexDepth;\n" +"uniform sampler2D uTexBack;\n" +"\n" "uniform vec2 uInvRes;\n" "uniform float uTime;\n" "\n" -"in vec2 aUv;\n" +"uniform vec3 uCamera;\n" +"uniform float uSurfaceY;\n" +"\n" +"in vec4 aUv;\n" +"in vec3 aCo;\n" +"in float aDepth;\n" "\n" "void main()\n" "{\n" +" // Reflected and warped texture\n" " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n" -" vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) );\n" -" vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) );\n" "\n" -" vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;\n" +" vec4 dudva = texture( uTexDudv, aUv.xy - vec2(uTime*0.004f,uTime*0.003f) );\n" +" vec4 dudvb = texture( uTexDudv, aUv.xy*0.7 - vec2(uTime*0.01,uTime*0.0054) );\n" +" vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 0.6;\n" "\n" " vec4 reflected = texture( uTexMain, ssuv+distortamt );\n" -" FragColor = vec4(reflected.rgb*0.1,reflected.a);\n" +" \n" +" // Surface colour composite\n" +" float depthvalue = texture( uTexDepth, aUv.zw ).r;\n" +"\n" +" vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n" +" vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n" +" vec3 surface_tint = mix(colour_shore, colour_ocean, pow(depthvalue,1.8))*1.5;\n" +" \n" +" // Foam\n" +" float fband = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n" +" fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n" +"\n" +" // Lighting\n" +" vec3 surfnorm = vec3(distortamt.x,1.0,distortamt.y);\n" +" \n" +" vec3 halfview = -normalize( aCo-uCamera );\n" +" float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0);\n" +"\n" +" vec3 lightdir = vec3(0.95,0.0,-0.3);\n" +" vec3 specdir = reflect( -lightdir, surfnorm );\n" +" float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n" +" \n" +" // Depth \n" +" vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 );\n" +" float depthblend = pow(backsample.a,0.8);\n" +"\n" +" // Composite\n" +" vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel );\n" +" vsurface += spec;\n" +" \n" +" FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband );\n" "}\n" ""}, }; static GLuint _uniform_water_uPv; static GLuint _uniform_water_uMdl; +static GLuint _uniform_water_uDepthBounds; static GLuint _uniform_water_uTexMain; static GLuint _uniform_water_uTexDudv; +static GLuint _uniform_water_uTexDepth; +static GLuint _uniform_water_uTexBack; static GLuint _uniform_water_uInvRes; static GLuint _uniform_water_uTime; +static GLuint _uniform_water_uCamera; +static GLuint _uniform_water_uSurfaceY; static void shader_water_uPv(m4x4f m){ glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m ); } static void shader_water_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_water_uDepthBounds(v4f v){ + glUniform4fv( _uniform_water_uDepthBounds, 1, v ); +} static void shader_water_uTexMain(int i){ glUniform1i( _uniform_water_uTexMain, i ); } static void shader_water_uTexDudv(int i){ glUniform1i( _uniform_water_uTexDudv, i ); } +static void shader_water_uTexDepth(int i){ + glUniform1i( _uniform_water_uTexDepth, i ); +} +static void shader_water_uTexBack(int i){ + glUniform1i( _uniform_water_uTexBack, i ); +} static void shader_water_uInvRes(v2f v){ glUniform2fv( _uniform_water_uInvRes, 1, v ); } static void shader_water_uTime(float f){ glUniform1f( _uniform_water_uTime, f ); } +static void shader_water_uCamera(v3f v){ + glUniform3fv( _uniform_water_uCamera, 1, v ); +} +static void shader_water_uSurfaceY(float f){ + glUniform1f( _uniform_water_uSurfaceY, f ); +} static void shader_water_register(void){ vg_shader_register( &_shader_water ); } @@ -86,9 +153,14 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); } static void shader_water_link(void){ _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" ); _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" ); + _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" ); _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" ); _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" ); + _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" ); + _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" ); _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" ); _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" ); + _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" ); + _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" ); } #endif /* SHADER_water_H */