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#version 150
#extension GL_ARB_explicit_attrib_location : enable
#extension GL_ARB_explicit_uniform_location : enable

layout(location = 0) out vec4 frag_color ;
layout(location = 8) uniform vec4 lightPos ;
layout(location = 9) uniform float time ;
layout(location = 10) uniform vec4 globalAmbient ;

 uniform sampler2D texture ;
 uniform sampler2D skytex ;

in vec3 normal ;
in vec4 position ;
in vec2 texpos ;

float dX = 1 / 512.0 ;
float dY = 1 / 512.0 ;
vec4 sample(float xc,float yc) {
   return texture2D(texture,texpos + vec2(xc,yc) - vec2(time/20.0,time/20.0));
}

vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) {
    float x00 = 1 - length(sample(-dX, dY)) ; 
    float x01 = 1 - length(sample(  0, dY)) ; 
    float x02 = 1 - length(sample( dX, dY)) ; 

    float x10 = 1 - length(sample(-dX, 0)) ; 
    float x11 = 1 - length(sample(  0, 0)) ; 
    float x12 = 1 - length(sample( dX, 0)) ; 

    float x20 = 1 - length(sample(-dX,-dY)) ; 
    float x21 = 1 - length(sample(  0,-dY)) ; 
    float x22 = 1 - length(sample( dX,-dY)) ; 

    down = ((x11 - x00) + (x11 - x01) + (x11 - x02) - (x11 - x20) - (x11 - x21) - (x11 - x22)) * down ;
    right = ((x11 - x00) + (x11 - x10) + (x11 - x20) - (x11 - x02) - (x11 - x12) - (x11 - x22)) * right ;
    
    return (right*2 + down*2 + norm) / 5.0 ;
}

in vec3 original_x ;
in vec3 original_z ;
void main() {
    vec3 down = vec3( 0, -1, 0 ) ;
    vec3 right = normalize(cross( normal, down )) ;
    down = normalize(cross( normal, right ) );
    vec3 newNorm = calNormChange( normal, down, right ) ;

    vec3 camVector = vec3(position) - vec3(0,0,0);
    vec3 ref = reflect( normalize(camVector), newNorm ) ;

    float tex_x = (dot( ref, original_x ) + 1) / 2;
    float tex_y = (dot( ref, original_z ) + 1) / 2;
    vec4 refcolor = texture2D(skytex, vec2(tex_x,tex_y));
    float coef = dot( normalize(vec3(lightPos) - vec3(position)), normalize(normal) ) * 0.5 + 0.5 ;


    // frag_color = vec4( original_z, 1.0 );
    // frag_color = vec4(tex_x,tex_y,0,1.0) ;
    // vec4 color = sample(0,0);
   frag_color = vec4(vec3(refcolor * coef) * vec3(0.6,0.8,1.0),0.8) * vec4(normalize(globalAmbient.xyz),1.0);
//    frag_color = vec4(0,0,1,0.8) ;
}