nuclide/platform/base_glsl.pk3dir/glsl/water_sky.glsl

72 lines
1.7 KiB
GLSL

//======= 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