#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 light.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); }