#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 vec3 ka; uniform FP vec3 specularColor; uniform FP float shininess; uniform FP float normalAmount; uniform FP vec3 eyePosition; #pragma include light.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); // Calculate the lighting model, keeping the specular component separate FP vec3 diffuseColor, specularColor; adsModel(worldPosition, wNormal, eyePosition, shininess, 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); }