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 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 #include void main() { //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 vec4 tex_color = texture(diffuse, texture_coords); //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 * 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 = ( 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 }