//======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Water shader (normalmap only) where there's only refraction. //============================================================================== !!ver 110 !!permu FOG !!samps 2 diffuse normalmap reflectcube #include "sys/defs.h" varying vec2 tex_c; varying vec2 lm_c; 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; tf_c = ftetransform(); tf_c.z += 0.1; shift1 = v_texcoord + vec2( e_time * 0.025, 0.0 ); shift2 = v_texcoord - vec2( 0, e_time * -0.025 ); tex_c = v_texcoord; 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 / 1024.0 ); norm_f = normalize( norm_f ) * 0.1; // 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; // Load reflection and refraction based on our new coords refl_f = texture2D( s_t0, refl_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 = refr_f; gl_FragColor = fog4(out_f); } #endif