in vec3 f_normal; in vec2 f_coord; in vec4 f_pos; in mat3 f_tbn; in vec4 f_clip_pos; in vec4 f_clip_future_pos; #include 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 (glossiness, 1, 3, 1, glossiness) #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; //wave distortion variables float move_factor = 0.0; #define WATER #include #include #include void main() { //wave distortion move_factor += (param[2].z * time); move_factor = mod(move_factor, 1.0); 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; vec4 tex_color = texture(diffuse, texture_coords); vec3 fragcolor = ambient * 0.25; vec3 normal; normal.xy = (texture(normalmap, texture_coords).rg * 2.0 - 1.0); normal.z = sqrt(1.0 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0)); vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz)); float reflectivity = param[1].z * texture(normalmap, texture_coords ).a; float specularity = 1.0; glossiness = abs(param[1].w); fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone); //fragcolor = mix(fragcolor, param[0].rgb, param[1].z); // fragcolor = (fragcolor * tex_color.rgb * param[1].z) + (fragcolor * (1.0 - param[1].z)); //multiply //fragcolor = ( max(fragcolor + param[0].rgb -1.0,0.0) * param[1].z + fragcolor * (1.0 - param[1].z)); //linear burn //fragcolor = ( min(param[0].rgb,fragcolor) * param[1].z + fragcolor * (1.0 - param[1].z)); //darken // 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 ); vec4 color = vec4(apply_fog(clamp(fragcolor, 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 }