#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); }