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-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/es2/water.frag72
1 files changed, 72 insertions, 0 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
new file mode 100644
index 000000000..ea54a87f1
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+++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag
@@ -0,0 +1,72 @@
+#define FP highp
+
+varying FP vec3 worldPosition;
+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 mat3 tangentMatrix;
+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 vec3 ka;
+uniform FP vec3 specularColor;
+uniform FP float shininess;
+uniform FP float normalAmount;
+uniform FP vec3 eyePosition;
+
+#pragma include light.inc.frag
+
+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 normal = 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);
+
+ // Calculate the lighting model, keeping the specular component separate
+ FP vec3 diffuseColor, specularColor;
+ adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+
+ // Combine final fragment color
+ FP vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );
+
+
+ outputColor += (foamTextureColor.rgba*vpos.y);
+
+ gl_FragColor = vec4(outputColor.rgb,1.0);
+}
+