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forked from 0ad/0ad
0ad/binaries/data/mods/official/shaders/water_high.fs

57 lines
1.8 KiB
GLSL

uniform vec3 ambient;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 cameraPos;
uniform sampler2D normalMap;
uniform sampler2D reflectionMap;
uniform sampler2D refractionMap;
uniform float shininess;
uniform float waviness;
varying vec3 worldPos;
varying vec3 waterColor;
varying float waterDepth;
varying float w;
const vec3 specularColor = vec3(0.2, 0.2, 0.2);
void main()
{
vec3 n, l, h, v; // Normal, light vector, half-vector and view vector (vector to eye)
float ndotl, ndoth, ndotv;
float fresnel;
float t;
vec2 reflCoords, refrCoords;
vec3 reflColor, refrColor, specular;
n = normalize(texture2D(normalMap, gl_TexCoord[0].st).xzy - vec3(0.5, 0.5, 0.5));
l = -sunDir;
v = normalize(cameraPos - worldPos);
h = normalize(l + v);
ndotl = dot(n, l);
ndoth = dot(n, h);
ndotv = dot(n, v);
fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
reflCoords += waviness * n.xz / w;
refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords
refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy
reflColor = texture2D(reflectionMap, reflCoords).rgb;
refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, waterColor, 0.3);
specular = pow(max(0.0, ndoth), shininess) * sunColor * specularColor;
gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel);
// Make alpha vary based on both depth (so it blends with the shore) and view angle (make it
// become opaque faster at lower view angles so we can't look "underneath" the water plane)
t = 18.0 * max(0.0, 0.7 - v.y);
gl_FragColor.a = 0.15 * waterDepth * (1.2 + t + fresnel);
}