X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=85726132fa6472e1d25a4a91fd4e18093f64b3f1;hb=afa80c76d03f5e983092e9d7be33a9102a7ab25e;hp=e50253c9854de1bf6d232e375385c186c646d426;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index e50253c..8572613 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -18,14 +18,19 @@ 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" "\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*0.1,depth_coords);\n" +" aCo = world_pos;\n" "}\n" ""}, .fs = @@ -36,29 +41,45 @@ static struct vg_shader _shader_water = { "\n" "uniform sampler2D uTexMain;\n" "uniform sampler2D uTexDudv;\n" +"uniform sampler2D uTexDepth;\n" "uniform vec2 uInvRes;\n" "uniform float uTime;\n" "\n" -"in vec2 aUv;\n" +"in vec4 aUv;\n" +"in vec3 aCo;\n" "\n" "void main()\n" "{\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" +" vec4 dudva = texture( uTexDudv, aUv.xy + vec2(uTime*0.04f,uTime*0.03f) );\n" +" vec4 dudvb = texture( uTexDudv, aUv.xy - vec2(uTime*0.1,uTime*0.054) );\n" "\n" " vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;\n" "\n" " vec4 reflected = texture( uTexMain, ssuv+distortamt );\n" -" FragColor = vec4(reflected.rgb*1.0,reflected.a);\n" +" float depthvalue = texture( uTexDepth, aUv.zw ).r;\n" +" float opacity = smoothstep( 0.0, 0.1, depthvalue );\n" +"\n" +" vec3 colour_shore = vec3( 0.96, 0.98, 0.9 );\n" +" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" +" vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue );\n" +"\n" +" vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7);\n" +" \n" +" float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n" +" band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n" +"\n" +" FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2);\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_uInvRes; static GLuint _uniform_water_uTime; static void shader_water_uPv(m4x4f m){ @@ -67,12 +88,18 @@ static void shader_water_uPv(m4x4f 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_uInvRes(v2f v){ glUniform2fv( _uniform_water_uInvRes, 1, v ); } @@ -86,8 +113,10 @@ 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_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" ); _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" ); }