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; uniform vec3 tint; uniform float murkiness; uniform float fullDepth; varying vec3 worldPos; varying float waterDepth; varying float w; const vec3 specularColor = vec3(0.15, 0.15, 0.15); 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 myMurkiness; // Murkiness and tint at this pixel (tweaked based on lighting and depth) vec3 myTint; 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; myMurkiness = murkiness * min(waterDepth / fullDepth, 1.0); myTint = (ambient + ndotl * sunColor) * tint; refrColor = (0.6 + 0.4*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, myTint, myMurkiness); 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); }