[3824] | 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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[3939] | 12 | uniform float kShine; |
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| 13 | uniform float shineStrength; |
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| 14 | uniform float reflStrength; |
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| 15 | uniform float kRefraction; |
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[3824] | 16 | uniform vec4 waterColor; |
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| 17 | |
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| 18 | void main() |
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| 19 | { |
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| 20 | const float kDistortion = 0.015; |
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| 21 | |
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| 22 | vec4 distOffset = texture2D(dudvMap, normCoords.xy) * kDistortion; |
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| 23 | vec4 dudvColor = texture2D(dudvMap, vec2(refrCoords + distOffset)); |
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| 24 | dudvColor = normalize(dudvColor * 2.0 - 1.0) * kRefraction; |
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| 25 | |
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| 26 | vec4 normalVector = texture2D(normalMap, vec2(refrCoords + distOffset)); |
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| 27 | normalVector = normalVector * 2.0 - 1.0; |
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| 28 | normalVector.a = 0.0; |
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| 29 | |
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| 30 | vec4 lightReflection = normalize( reflect(-lightTangetSpace, normalVector) ); |
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| 31 | |
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| 32 | vec4 invertedFresnel = vec4( dot(normalVector, lightReflection ) ); |
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| 33 | vec4 fresnelTerm = 1.0 - invertedFresnel; |
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| 34 | |
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| 35 | vec4 projCoord = viewCoords / viewCoords.q; |
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| 36 | projCoord = (projCoord + 1.0) * 0.5; |
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| 37 | projCoord += dudvColor; |
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| 38 | projCoord = clamp(projCoord, 0.001, 0.999); |
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| 39 | |
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| 40 | vec4 reflectionColor = texture2D(reflection, projCoord.xy); |
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| 41 | vec4 refractionColor = texture2D(refraction, projCoord.xy); |
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| 42 | vec4 depthValue = texture2D(depthMap, projCoord.xy); |
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| 43 | |
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| 44 | vec4 invDepth = 1.0 - depthValue; |
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| 45 | refractionColor *= invertedFresnel * invDepth; |
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| 46 | refractionColor += waterColor * depthValue * invertedFresnel; |
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| 47 | |
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| 48 | reflectionColor *= fresnelTerm; |
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| 49 | |
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| 50 | vec4 localView = normalize(viewTangetSpace); |
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| 51 | float intensity = max(0.0, dot(lightReflection, localView) ); |
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| 52 | vec4 specular = vec4(pow(intensity, kShine)); |
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| 53 | |
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[3939] | 54 | gl_FragColor = refractionColor + reflStrength * reflectionColor + shineStrength * specular; |
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[3824] | 55 | } |
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