66 lines
1.5 KiB
Text
66 lines
1.5 KiB
Text
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//modifier: REFLECT
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//modifier: FRESNEL (5=water)
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varying vec2 tc;
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varying vec4 tf;
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varying vec3 norm;
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varying vec3 eye;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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attribute vec3 v_normal;
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uniform vec3 e_eyepos;
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void main (void)
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{
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tc = v_texcoord.st;
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tf = ftetransform();
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norm = v_normal;
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eye = e_eyepos - v_position.xyz;
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gl_Position = tf;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform sampler2D s_t0; //refract
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uniform sampler2D s_t1; //normalmap
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uniform sampler2D s_t2; //diffuse
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#ifdef REFLECT
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uniform sampler2D s_t3; //reflect
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#endif
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uniform float e_time;
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void main (void)
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{
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vec2 stc, ntc;
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vec3 n, refr, refl, fres;
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float f;
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stc = (1.0 + (tf.xy / tf.w)) * 0.5;
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//apply q1-style warp, just for kicks
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ntc.s = tc.s + sin(tc.t+e_time)*0.125;
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ntc.t = tc.t + sin(tc.s+e_time)*0.125;
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//generate the two wave patterns from the normalmap
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n = (texture2D(s_t1, 0.2*tc + vec2(e_time*0.1, 0)).xyz);
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n += (texture2D(s_t1, 0.2*tc - vec2(0, e_time*0.097)).xyz);
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n -= 1.0 - 4.0/256.0;
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n = normalize(n);
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#if 1//def REFRACT
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refr = texture2D(s_t0, stc + n.st*0.2).rgb;
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#else
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refr = texture2D(s_t2, ntc).xyz;
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#endif
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#ifdef REFLECT
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refl = texture2D(s_t3, stc - n.st*0.2).rgb;
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#else
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refl = texture2D(s_t2, ntc).xyz;
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#endif
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//the fresnel term decides how transparent the water should be
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f = pow(1.0-abs(dot(n, normalize(eye))), float(FRESNEL));
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fres = refr * (1.0-f) + refl*f;
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gl_FragColor = vec4(fres, 1.0);
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}
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#endif
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