Added water shader

This commit is contained in:
stele
2018-12-22 17:34:03 +01:00
parent 89231426e3
commit b7d6d80225
2 changed files with 117 additions and 0 deletions

View File

@@ -39,6 +39,8 @@ vec2 calc_light(vec3 light_dir)
{
#ifdef NORMALMAP
vec3 normal = normalize(f_tbn * normalize(texture(normalmap, f_coord).rgb * 2.0 - 1.0));
#elif defined(WATER)
vec3 normal = normal_d;
#else
vec3 normal = normalize(f_normal);
#endif

115
shaders/mat_water.frag Normal file
View File

@@ -0,0 +1,115 @@
in vec3 f_normal;
in vec2 f_coord;
in vec4 f_pos;
in mat3 f_tbn;
in vec4 f_light_pos;
in vec4 f_clip_pos;
in vec4 f_clip_future_pos;
#include <common>
layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
layout(location = 1) out vec4 out_motion;
#endif
#param (color, 0, 0, 4, diffuse)
#param (diffuse, 1, 0, 1, diffuse)
#param (specular, 1, 1, 1, specular)
#param (reflection, 1, 2, 1, one)
#param (wave_strength, 2, 1, 1, one)
#param (wave_speed, 2, 2, 1, one)
#texture (normalmap, 0, RGBA)
uniform sampler2D normalmap;
#texture (dudvmap, 1, RGB)
uniform sampler2D dudvmap;
#texture (diffuse, 2, sRGB_A)
uniform sampler2D diffuse;
#if SHADOWMAP_ENABLED
uniform sampler2DShadow shadowmap;
#endif
#if ENVMAP_ENABLED
uniform samplerCube envmap;
#endif
//wave distortion variables
float move_factor = 0;
vec3 normal_d;
#define WATER
#include <light_common.glsl>
#include <tonemapping.glsl>
void main()
{
vec4 tex_color = texture(diffuse, f_coord);
//wave distortion
move_factor += (param[2].z * time);
move_factor = mod(move_factor, 1);
vec2 texture_coords = f_coord;
vec2 distorted_tex_coord = texture(dudvmap, vec2(texture_coords.x + move_factor, texture_coords.y)).rg * 0.1;
distorted_tex_coord = texture_coords + vec2(distorted_tex_coord.x , distorted_tex_coord.y + move_factor);
vec2 total_distorted_tex_coord = (texture(dudvmap, distorted_tex_coord).rg * 2.0 - 1.0 ) * param[2].y;
texture_coords += total_distorted_tex_coord;
normal_d = f_tbn * normalize(texture(normalmap, texture_coords).rgb * 2.0 - 1.0);
vec3 refvec = reflect(f_pos.xyz, normal_d);
#if ENVMAP_ENABLED
vec3 envcolor = texture(envmap, refvec).rgb;
#else
vec3 envcolor = vec3(0.5);
#endif
//Fresnel effect
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_inv = ((fresnel - 1.0 ) * -1.0 );
vec3 result = ambient * 0.5 + param[0].rgb * emission;
if (lights_count > 0U)
{
vec2 part = calc_dir_light(lights[0]);
vec3 c = (part.x * param[1].x + part.y * param[1].y) * calc_shadow() * lights[0].color;
result += mix(c, envcolor, param[1].z * texture(normalmap, texture_coords ).a);
}
//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 = ( 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
for (uint i = 1U; i < lights_count; i++)
{
light_s light = lights[i];
vec2 part = vec2(0.0);
if (light.type == LIGHT_SPOT)
part = calc_spot_light(light);
else if (light.type == LIGHT_POINT)
part = calc_point_light(light);
else if (light.type == LIGHT_DIR)
part = calc_dir_light(light);
result += light.color * (part.x * param[1].x + part.y * param[1].y);
}
vec4 color = vec4(apply_fog(clamp(result,0.0,1.0)), clamp((fresnel_inv + param[0].a),0.0,1.0));
#if POSTFX_ENABLED
out_color = color;
#else
out_color = tonemap(color);
#endif
#if MOTIONBLUR_ENABLED
{
vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5;;
vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5;;
out_motion = vec4(a - b, 0.0f, 0.0f);
}
#endif
}