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diff --git a/tests/manual/advancedcustommaterial/shaders/rhi/water.frag b/tests/manual/advancedcustommaterial/shaders/rhi/water.frag
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+++ b/tests/manual/advancedcustommaterial/shaders/rhi/water.frag
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+#version 450 core
+
+// These includes will include the default Qt3D uniform buffers
+#pragma include phong.inc.frag
+#pragma include coordinatesystems.inc
+
+layout(location = 0) in vec3 worldPosition;
+layout(location = 1) in vec3 worldNormal;
+layout(location = 2) in vec4 worldTangent;
+layout(location = 3) in vec2 texCoord;
+layout(location = 4) in vec2 waveTexCoord;
+layout(location = 5) in vec2 movtexCoord;
+layout(location = 6) in vec2 multexCoord;
+layout(location = 7)in vec2 skyTexCoord;
+layout(location = 8) in vec3 vpos;
+
+layout(std140, binding = auto) uniform wave_uniforms {
+ float offsetx;
+ float offsety;
+ float vertYpos;
+ float waveheight;
+ float waveRandom;
+ float specularity;
+ float waveStrenght;
+ float normalAmount;
+ vec3 specularColor;
+ float shininess;
+ vec4 ka;
+};
+
+layout(binding = auto) uniform sampler2D diffuseTexture;
+layout(binding = auto) uniform sampler2D specularTexture;
+layout(binding = auto) uniform sampler2D normalTexture;
+layout(binding = auto) uniform sampler2D waveTexture;
+layout(binding = auto) uniform sampler2D skyTexture;
+layout(binding = auto) uniform sampler2D foamTexture;
+
+layout(location = 0) out vec4 fragColor;
+
+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);
+}