76 lines
2.8 KiB
GLSL
76 lines
2.8 KiB
GLSL
precision mediump float;
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varying vec4 clipSpace;
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uniform sampler2D reflectionTexture;
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uniform sampler2D refractionTexture;
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uniform sampler2D dudvMap;
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uniform sampler2D normalMap;
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uniform sampler2D depthMap;
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uniform float uReflectivity;
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uniform float uDUDVOffset;
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uniform vec3 uLightColor;
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uniform vec4 uTint;
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uniform float uShine;
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uniform float uShineDamper;
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uniform float uDistortionStrength;
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uniform float uNearPlane;
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uniform float uFarPlane;
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varying vec2 uv;
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varying vec3 toCameraVector;
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varying vec3 fromLightVector;
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void main() {
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vec2 ndc = (clipSpace.xy / clipSpace.w) / 2.0 + 0.5;
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vec2 refractTexCoords = vec2(ndc.x, ndc.y);
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vec2 reflectTexCoords = vec2(ndc.x, -ndc.y);
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float depth = 2.0 * texture2D(depthMap, refractTexCoords).r - 1.0;
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float floorDistance = 2.0 * uNearPlane * uFarPlane / (uFarPlane + uNearPlane - depth * (uFarPlane - uNearPlane));
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depth = 2.0 * gl_FragCoord.z - 1.0;
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float waterDistance = 2.0 * uNearPlane * uFarPlane / (uFarPlane + uNearPlane - depth * (uFarPlane - uNearPlane));
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float waterDepth = floorDistance - waterDistance;
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vec2 distortedTexCoords = texture2D(dudvMap, vec2(uv.x + uDUDVOffset, uv.y)).rg * 0.1;
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distortedTexCoords = uv + vec2(distortedTexCoords.x, distortedTexCoords.y + uDUDVOffset);
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// Between -1 and 1
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float depthDistortionBlend = clamp(waterDepth / 20.0, 0.0, 1.0);
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vec2 totalDistortion = (texture2D(dudvMap, distortedTexCoords).rg * 2.0 - 1.0) * uDistortionStrength * depthDistortionBlend;
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refractTexCoords += totalDistortion;
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reflectTexCoords += totalDistortion;
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refractTexCoords = clamp(refractTexCoords, 0.001, 0.999);
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reflectTexCoords.x = clamp(reflectTexCoords.x, 0.001, 0.999);
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reflectTexCoords.y = clamp(reflectTexCoords.y, -0.999, -0.001);
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reflectTexCoords.y = 1.0 + reflectTexCoords.y;
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vec4 reflectColor = texture2D(reflectionTexture, reflectTexCoords);
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vec4 refractColor = texture2D(refractionTexture, refractTexCoords);
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vec3 viewVector = normalize(toCameraVector);
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float refractiveFactor = dot(viewVector, vec3(0.0, 1.0, 0.0));
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refractiveFactor = pow(refractiveFactor, uReflectivity);
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vec4 normalMapColor = texture2D(normalMap, distortedTexCoords);
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vec3 normal = vec3(normalMapColor.r * 2.0 - 1.0, normalMapColor.b, normalMapColor.g * 2.0 - 1.0);
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normal = normalize(normal);
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float depthAlpha = clamp(waterDepth / 5.0, 0.0, 1.0);
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vec3 reflectedLight = reflect(normalize(fromLightVector), normal);
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float specular = max(dot(reflectedLight, viewVector), 0.0);
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specular = pow(specular, uShineDamper);
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vec3 specularHighlights = uLightColor * specular * uShine * depthAlpha;
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gl_FragColor = mix(reflectColor, refractColor, refractiveFactor);
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gl_FragColor = mix(gl_FragColor, vec4(uTint.xyz, 1.0), uTint.w) + vec4(specularHighlights, 0.0);
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gl_FragColor.a = depthAlpha;
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}
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