#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" #include "std/math.glsl" uniform sampler2D gbufferD; uniform sampler2D tex; uniform sampler2D sbase; uniform sampler2D sdetail; uniform sampler2D sfoam; #ifdef _Rad uniform sampler2D senvmapRadiance; #endif uniform float time; uniform vec3 eye; uniform vec3 eyeLook; uniform vec2 cameraProj; uniform vec3 ld; uniform float envmapStrength; in vec2 texCoord; in vec3 viewRay; out vec4 fragColor; void main() { float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; if (gdepth == 1.0) { fragColor = vec4(0.0); return; } // Eye below water if (eye.z < waterLevel) { fragColor = vec4(0.0); return; } // Displace surface vec3 vray = normalize(viewRay); vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj); float speed = time * 2.0 * waterSpeed; p.z += sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed) / 50.0 * waterDisplace; // Above water if (p.z > waterLevel) { fragColor = vec4(0.0); return; } // Hit plane to determine uvs vec3 v = normalize(eye - p.xyz); float t = -(dot(eye, vec3(0.0, 0.0, 1.0)) - waterLevel) / dot(v, vec3(0.0, 0.0, 1.0)); vec3 hit = eye + t * v; hit.xy *= waterFreq; hit.z += waterLevel; // Sample normal maps vec2 tcnor0 = hit.xy / 3.0; vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb; vec2 tcnor1 = hit.xy / 6.0 + n0.xy / 20.0; vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb; vec3 n2 = normalize(((n1 + n0) / 2.0) * 2.0 - 1.0); float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0; vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj); vec2 tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; // Light float fresnel = 1.0 - max(dot(n2, v), 0.0); fresnel = pow(fresnel, 30.0) * 0.45; vec3 r = reflect(-v, n2); #ifdef _Rad vec3 reflected = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb; #else const vec3 reflected = vec3(0.5); #endif vec3 refracted = textureLod(tex, tc, 0.0).rgb; fragColor.rgb = mix(refracted, reflected, fresnel * waterReflect); fragColor.rgb *= waterColor; fragColor.rgb += clamp(pow(max(dot(r, ld), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0), 0.0, 2.0); fragColor.rgb *= 1.0 - (clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9)); fragColor.a = clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0); // Foam float fd = abs(p.z - waterLevel); if (fd < 0.1) { // Based on foam by Owen Deery // http://fire-face.com/personal/water vec3 foamMask0 = textureLod(sfoam, tcnor0 * 10, 0.0).rgb; vec3 foamMask1 = textureLod(sfoam, tcnor1 * 11, 0.0).rgb; vec3 foam = vec3(1.0) - foamMask0.rrr - foamMask1.bbb; float fac = 1.0 - (fd * (1.0 / 0.1)); fragColor.rgb = mix(fragColor.rgb, clamp(foam, 0.0, 1.0), clamp(fac, 0.0, 1.0)); } }