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