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-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag74
1 files changed, 74 insertions, 0 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
new file mode 100644
index 000000000..9657cc63a
--- /dev/null
+++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag
@@ -0,0 +1,74 @@
+#version 150 core
+
+in vec3 worldPosition;
+in vec2 texCoord;
+in vec2 waveTexCoord;
+in vec2 movtexCoord;
+in vec2 multexCoord;
+in vec2 skyTexCoord;
+
+in vec3 vpos;
+
+in mat3 tangentMatrix;
+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 vec3 ka;
+uniform vec3 specularColor;
+uniform float shininess;
+uniform float normalAmount;
+uniform vec3 eyePosition;
+
+out vec4 fragColor;
+
+#pragma include light.inc.frag
+
+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 normal = 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);
+
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 diffuseColor, specularColor;
+ adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor);
+
+ // Combine final fragment color
+ vec4 outputColor = vec4(((skycolor.rgb + ka + diffuseTextureColor.rgb * (diffuseColor))+(specularColor * specularTextureColor.a*specularity)), vpos.y );
+
+
+ outputColor += (foamTextureColor.rgba*vpos.y);
+
+ fragColor = vec4(outputColor.rgb,1.0);
+}
+