1 | varying vec4 refrCoords; |
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2 | varying vec4 normCoords; |
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3 | varying vec4 viewCoords; |
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4 | varying vec4 viewTangetSpace; |
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5 | varying vec4 lightTangetSpace; |
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6 | |
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7 | uniform sampler2D reflection; |
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8 | uniform sampler2D refraction; |
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9 | uniform sampler2D normalMap; |
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10 | uniform sampler2D dudvMap; |
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11 | uniform sampler2D depthMap; |
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12 | uniform float kShine; |
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13 | uniform vec4 waterColor; |
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14 | |
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15 | void main() |
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16 | { |
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17 | const float kDistortion = 0.015; |
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18 | const float kRefraction = 0.009; |
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19 | |
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20 | vec4 distOffset = texture2D(dudvMap, normCoords.xy) * kDistortion; |
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21 | vec4 dudvColor = texture2D(dudvMap, vec2(refrCoords + distOffset)); |
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22 | dudvColor = normalize(dudvColor * 2.0 - 1.0) * kRefraction; |
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23 | |
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24 | vec4 normalVector = texture2D(normalMap, vec2(refrCoords + distOffset)); |
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25 | normalVector = normalVector * 2.0 - 1.0; |
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26 | normalVector.a = 0.0; |
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27 | |
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28 | vec4 lightReflection = normalize( reflect(-lightTangetSpace, normalVector) ); |
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29 | |
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30 | vec4 invertedFresnel = vec4( dot(normalVector, lightReflection ) ); |
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31 | vec4 fresnelTerm = 1.0 - invertedFresnel; |
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32 | |
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33 | vec4 projCoord = viewCoords / viewCoords.q; |
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34 | projCoord = (projCoord + 1.0) * 0.5; |
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35 | projCoord += dudvColor; |
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36 | projCoord = clamp(projCoord, 0.001, 0.999); |
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37 | |
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38 | vec4 reflectionColor = texture2D(reflection, projCoord.xy); |
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39 | vec4 refractionColor = texture2D(refraction, projCoord.xy); |
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40 | vec4 depthValue = texture2D(depthMap, projCoord.xy); |
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41 | |
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42 | vec4 invDepth = 1.0 - depthValue; |
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43 | refractionColor *= invertedFresnel * invDepth; |
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44 | refractionColor += waterColor * depthValue * invertedFresnel; |
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45 | |
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46 | reflectionColor *= fresnelTerm; |
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47 | |
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48 | vec4 localView = normalize(viewTangetSpace); |
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49 | float intensity = max(0.0, dot(lightReflection, localView) ); |
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50 | vec4 specular = vec4(pow(intensity, kShine)); |
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51 | |
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52 | gl_FragColor = refractionColor + reflectionColor + specular; |
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53 | } |
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