//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Basic water shader, No diffuse texture, just pure normalmap + refraction //============================================================================== !!ver 110 !!permu FOG !!samps 2 normalmap reflectcube #include "sys/defs.h" varying mat3 invsurface; varying vec4 tf_c; varying vec3 eyeminusvertex; varying vec3 eyevector; varying vec2 shift1; varying vec2 shift2; #ifdef VERTEX_SHADER void main () { invsurface[0] = v_svector; invsurface[1] = v_tvector; invsurface[2] = v_normal; eyeminusvertex = e_eyepos - v_position.xyz; eyevector.x = dot( eyeminusvertex, v_svector.xyz ); eyevector.y = dot( eyeminusvertex, v_tvector.xyz ); eyevector.z = dot( eyeminusvertex, v_normal.xyz ); tf_c = ftetransform(); tf_c.z += 0.1; /* hack to get rid of refraction artifacts */ shift1 = v_texcoord + vec2( e_time * 0.1, 0.0 ); shift2 = v_texcoord - vec2( 0, e_time * -0.01 ); gl_Position = tf_c; } #endif #ifdef FRAGMENT_SHADER #include "sys/fog.h" void main ( void ) { float fres; vec2 refl_c; vec3 refl_f; vec3 refr_f; vec3 norm_f; vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 ); // Use the normalmap to shift the refraction norm_f = ( texture2D( s_normalmap, shift1 ).xyz); norm_f += ( texture2D( s_normalmap, shift2 ).xyz); norm_f -= 1.0 - ( 4.0 / 256.0 ); norm_f = normalize( norm_f ) * 0.05; // Reflection/View coordinates refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5; refl_c.t -= 1.5 * invsurface[2].z / 1080.0; vec3 cube_c = reflect( normalize( -eyevector ), texture2D( s_normalmap, shift2).rgb * 0.35 ); cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2]; cube_c = ( m_model * vec4( cube_c.xyz, 0.0 ) ).xyz; refl_f = textureCube( s_reflectcube, cube_c ).rgb; refr_f = texture2D( s_t1, refl_c + ( norm_f.st * 0.1 ) ).rgb; fres = pow( 1.0 - abs( dot( norm_f, normalize( eyeminusvertex ) ) ), 5.0 ); out_f.rgb = mix( refr_f, refl_f, fres * 0.25 ); gl_FragColor = fog4( out_f ); } #endif