diff options
Diffstat (limited to 'basicsuite/advancedcustommaterial/shaders/es2/water.frag')
-rw-r--r-- | basicsuite/advancedcustommaterial/shaders/es2/water.frag | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/basicsuite/advancedcustommaterial/shaders/es2/water.frag b/basicsuite/advancedcustommaterial/shaders/es2/water.frag new file mode 100644 index 0000000..f471504 --- /dev/null +++ b/basicsuite/advancedcustommaterial/shaders/es2/water.frag @@ -0,0 +1,76 @@ +#define FP highp + +varying FP vec3 worldPosition; +varying FP vec3 worldNormal; +varying FP vec4 worldTangent; +varying FP vec2 texCoord; +varying FP vec2 waveTexCoord; +varying FP vec2 movtexCoord; +varying FP vec2 multexCoord; +varying FP vec2 skyTexCoord; + +varying FP vec3 vpos; + +varying FP vec3 color; + +uniform FP sampler2D diffuseTexture; +uniform FP sampler2D specularTexture; +uniform FP sampler2D normalTexture; +uniform FP sampler2D waveTexture; +uniform FP sampler2D skyTexture; +uniform FP sampler2D foamTexture; + +uniform FP float offsetx; +uniform FP float offsety; +uniform FP float specularity; +uniform FP float waveStrenght; +uniform FP vec4 ka; +uniform FP float shininess; +uniform FP float normalAmount; +uniform FP vec3 eyePosition; + +#pragma include phong.inc.frag +#pragma include coordinatesystems.inc + +void main() +{ + // Move waveTexCoords + FP vec2 waveMovCoord = waveTexCoord; + waveMovCoord.x += offsetx; + waveMovCoord.y -= offsety; + FP vec4 wave = texture2D(waveTexture, waveMovCoord); + + //Wiggle the newCoord by r and b colors of waveTexture + FP vec2 newCoord = texCoord; + newCoord.x += wave.r * waveStrenght; + newCoord.y -= wave.b * waveStrenght; + + // Sample the textures at the interpolated texCoords + // Use default texCoord for diffuse (it does not move on x or y, so it can be used as "ground under the water"). + FP vec4 diffuseTextureColor = texture2D(diffuseTexture, texCoord); + // 2 Animated Layers of specularTexture mixed with the newCoord + FP vec4 specularTextureColor = texture2D( specularTexture, multexCoord+newCoord) + (texture2D( specularTexture, movtexCoord+newCoord )); + // 2 Animated Layers of normalTexture mixed with the newCoord + FP vec3 tNormal = normalAmount * texture2D( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture2D( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 )); + // Animated skyTexture layer + FP vec4 skycolor = texture2D(skyTexture, skyTexCoord); + skycolor = skycolor * 0.4; + //Animated foamTexture layer + FP vec4 foamTextureColor = texture2D(foamTexture, texCoord); + + FP mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent); + FP mat3 invertTangentMatrix = transpose(tangentMatrix); + + FP vec3 wNormal = normalize(invertTangentMatrix * tNormal); + FP vec3 worldView = normalize(eyePosition - worldPosition); + + FP vec4 diffuse = vec4(diffuseTextureColor.rgb, vpos.y); + FP vec4 specular = vec4(specularTextureColor.a*specularity); + FP vec4 outputColor = phongFunction(ka, diffuse, specular, shininess, worldPosition, worldView, wNormal); + + outputColor += vec4(skycolor.rgb, vpos.y); + outputColor += (foamTextureColor.rgba*vpos.y); + + gl_FragColor = vec4(outputColor.rgb,1.0); +} + |