#version 120 uniform sampler2D baseTex; uniform sampler2D losTex; uniform sampler2D aoTex; uniform sampler2D normTex; uniform sampler2D specTex; uniform sampler2D waterTex; uniform samplerCube skyCube; #if USE_SHADOW #if USE_SHADOW_SAMPLER uniform sampler2DShadow shadowTex; #if USE_SHADOW_PCF uniform vec4 shadowScale; #endif #else uniform sampler2D shadowTex; #endif #endif #if USE_OBJECTCOLOR uniform vec3 objectColor; #else #if USE_PLAYERCOLOR uniform vec3 playerColor; #endif #endif uniform vec3 shadingColor; uniform vec3 ambient; uniform vec3 sunColor; uniform vec3 sunDir; uniform vec3 cameraPos; uniform float specularStrength; uniform float waviness; uniform vec3 waterTint; uniform float murkiness; uniform vec3 reflectionTint; uniform float reflectionTintStrength; float waterDepth = 4.0; float fullDepth = 5.0; // Depth at which to use full murkiness (shallower water will be clearer) varying vec4 worldPos; varying vec4 v_tex; varying vec4 v_shadow; varying vec2 v_los; float get_shadow(vec4 coords) { #if USE_SHADOW && !DISABLE_RECEIVE_SHADOWS #if USE_SHADOW_SAMPLER #if USE_SHADOW_PCF vec2 offset = fract(coords.xy - 0.5); vec4 size = vec4(offset + 1.0, 2.0 - offset); vec4 weight = (vec4(1.0, 1.0, -0.5, -0.5) + (coords.xy - 0.5*offset).xyxy) * shadowScale.zwzw; return (1.0/9.0)*dot(size.zxzx*size.wwyy, vec4(shadow2D(shadowTex, vec3(weight.zw, coords.z)).r, shadow2D(shadowTex, vec3(weight.xw, coords.z)).r, shadow2D(shadowTex, vec3(weight.zy, coords.z)).r, shadow2D(shadowTex, vec3(weight.xy, coords.z)).r)); #else return shadow2D(shadowTex, coords.xyz).r; #endif #else if (coords.z >= 1.0) return 1.0; return (coords.z <= texture2D(shadowTex, coords.xy).x ? 1.0 : 0.0); #endif #else return 1.0; #endif } void main() { vec3 n, l, h, v; // Normal, light vector, half-vector and view vector (vector to eye) float ndotl, ndoth, ndotv; float fresnel; float t; // Temporary variable vec2 reflCoords, refrCoords; vec3 reflColor, refrColor, specular; float losMod; //vec4 wtex = textureGrad(waterTex, vec3(fract(v_tex.xy), v_tex.z), dFdx(v_tex.xy), dFdy(v_tex.xy)); vec4 wtex = texture2D(waterTex, fract(v_tex.xy)); n = normalize(wtex.xzy - vec3(0.5, 0.5, 0.5)); l = -sunDir; v = normalize(cameraPos - worldPos.xyz); h = normalize(l + v); ndotl = dot(n, l); ndoth = dot(n, h); ndotv = dot(n, v); fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation //refrCoords = (0.5*gl_TexCoord[2].xy - 0.8*waviness*n.xz) / gl_TexCoord[2].w + 0.5; // Unbias texture coords //reflCoords = (0.5*gl_TexCoord[1].xy + waviness*n.xz) / gl_TexCoord[1].w + 0.5; // Unbias texture coords //vec3 dir = normalize(v + vec3(waviness*n.x, 0.0, waviness*n.z)); vec3 eye = reflect(v, n); vec3 tex = textureCube(skyCube, eye).rgb; reflColor = mix(tex, sunColor * reflectionTint, reflectionTintStrength); //waterDepth = 4.0 + 2.0 * dot(abs(v_tex.zw - 0.5), vec2(0.5)); waterDepth = 4.0; //refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint, refrColor = (0.5 + 0.5*ndotl) * mix(vec3(0.3), sunColor * waterTint, murkiness * clamp(waterDepth / fullDepth, 0.0, 1.0)); // Murkiness and tint at this pixel (tweaked based on lighting and depth) specular = pow(max(0.0, ndoth), 150.0f) * sunColor * specularStrength; losMod = texture2D(losTex, v_los).a; //losMod = texture2D(losMap, gl_TexCoord[3].st).a; #if USE_SHADOW float shadow = get_shadow(vec4(v_shadow.xy - 8*waviness*n.xz, v_shadow.zw)); float fresShadow = mix(fresnel, fresnel*shadow, dot(sunColor, vec3(0.16666))); #else float fresShadow = fresnel; #endif vec3 color = mix(refrColor + 0.3*specular, reflColor + specular, fresShadow); gl_FragColor.rgb = color * losMod; //gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod; // Make alpha vary based on both depth (so it blends with the shore) and view angle (make it // become opaque faster at lower view angles so we can't look "underneath" the water plane) t = 18.0 * max(0.0, 0.7 - v.y); gl_FragColor.a = 0.15 * waterDepth * (1.2 + t + fresnel); }