diff options
Diffstat (limited to 'basicsuite/advancedcustommaterial/shaders/gl3/water.frag')
-rw-r--r-- | basicsuite/advancedcustommaterial/shaders/gl3/water.frag | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/basicsuite/advancedcustommaterial/shaders/gl3/water.frag b/basicsuite/advancedcustommaterial/shaders/gl3/water.frag new file mode 100644 index 0000000..6e97223 --- /dev/null +++ b/basicsuite/advancedcustommaterial/shaders/gl3/water.frag @@ -0,0 +1,79 @@ +#version 150 core + +in vec3 worldPosition; +in vec3 worldNormal; +in vec4 worldTangent; +in vec2 texCoord; +in vec2 waveTexCoord; +in vec2 movtexCoord; +in vec2 multexCoord; +in vec2 skyTexCoord; + +in vec3 vpos; + +in vec3 color; + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; +uniform sampler2D normalTexture; +uniform sampler2D waveTexture; +uniform sampler2D skyTexture; +uniform sampler2D foamTexture; + +uniform float offsetx; +uniform float offsety; +uniform float specularity; +uniform float waveStrenght; +uniform vec4 ka; +uniform vec3 specularColor; +uniform float shininess; +uniform float normalAmount; +uniform vec3 eyePosition; + +out vec4 fragColor; + +#pragma include phong.inc.frag +#pragma include coordinatesystems.inc + +void main() +{ + // Move waveTexCoords + vec2 waveMovCoord = waveTexCoord; + waveMovCoord.x += offsetx; + waveMovCoord.y -= offsety; + vec4 wave = texture(waveTexture, waveMovCoord); + + //Wiggle the newCoord by r and b colors of waveTexture + 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"). + vec4 diffuseTextureColor = texture(diffuseTexture, texCoord); + // 2 Animated Layers of specularTexture mixed with the newCoord + vec4 specularTextureColor = texture( specularTexture, multexCoord+newCoord) + (texture( specularTexture, movtexCoord+newCoord )); + // 2 Animated Layers of normalTexture mixed with the newCoord + vec3 tNormal = normalAmount * texture( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 )); + // Animated skyTexture layer + vec4 skycolor = texture(skyTexture, skyTexCoord); + skycolor = skycolor * 0.4; + //Animated foamTexture layer + vec4 foamTextureColor = texture(foamTexture, texCoord); + + mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent); + mat3 invertTangentMatrix = transpose(tangentMatrix); + + vec3 wNormal = normalize(invertTangentMatrix * tNormal); + vec3 worldView = normalize(eyePosition - worldPosition); + + vec4 diffuse = vec4(diffuseTextureColor.rgb, vpos.y); + vec4 specular = vec4(specularTextureColor.a*specularity); + vec4 outputColor = phongFunction(ka, diffuse, specular, shininess, worldPosition, worldView, wNormal); + + outputColor += vec4(skycolor.rgb, vpos.y); + outputColor += (foamTextureColor.rgba*vpos.y); + + fragColor = vec4(outputColor.rgb,1.0); +} + |