Using diffuse texture in water shader.

This commit is contained in:
stele
2018-12-22 19:06:39 +01:00
parent b7d6d80225
commit 141e812308

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@@ -47,8 +47,6 @@ vec3 normal_d;
void main() void main()
{ {
vec4 tex_color = texture(diffuse, f_coord);
//wave distortion //wave distortion
move_factor += (param[2].z * time); move_factor += (param[2].z * time);
move_factor = mod(move_factor, 1); move_factor = mod(move_factor, 1);
@@ -65,6 +63,7 @@ void main()
#else #else
vec3 envcolor = vec3(0.5); vec3 envcolor = vec3(0.5);
#endif #endif
vec4 tex_color = texture(diffuse, texture_coords);
//Fresnel effect //Fresnel effect
vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz);
float fresnel = pow ( dot (f_normal, view_dir), 0.2 ); float fresnel = pow ( dot (f_normal, view_dir), 0.2 );
@@ -79,7 +78,7 @@ void main()
result += mix(c, envcolor, param[1].z * texture(normalmap, texture_coords ).a); result += mix(c, envcolor, param[1].z * texture(normalmap, texture_coords ).a);
} }
//result = mix(result, param[0].rgb, param[1].z); //result = mix(result, param[0].rgb, param[1].z);
result = (result * param[0].rgb * param[1].z) + (result * (1.0 - param[1].z)); //multiply result = (result * tex_color.rgb * param[1].z) + (result * (1.0 - param[1].z)); //multiply
//result = ( max(result + param[0].rgb -1.0,0.0) * param[1].z + result * (1.0 - param[1].z)); //linear burn //result = ( max(result + param[0].rgb -1.0,0.0) * param[1].z + result * (1.0 - param[1].z)); //linear burn
//result = ( min(param[0].rgb,result) * param[1].z + result * (1.0 - param[1].z)); //darken //result = ( min(param[0].rgb,result) * param[1].z + result * (1.0 - param[1].z)); //darken