2017-11-28 17:35:49 +00:00
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#version 410
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#define PI 3.14159265359
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#define SCENE_EXTENT 100.0f
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uniform mat4 matrModel;
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uniform mat4 matrVisu;
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uniform mat4 matrProj;
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uniform sampler2D terrain;
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uniform sampler2D waterPos;
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uniform sampler2D waterHeight;
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out vec4 Color;
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in Attribs {
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vec3 pos;
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vec2 texuv;
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} In;
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void main(void)
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{
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// the derivative of the water displacement texture gives us the water surface normal
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/*TODO Linear sampler */
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vec3 pos = texture(waterPos, In.texuv).rgb + texture(waterHeight, In.texuv).rgb;
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vec3 N = cross(dFdx(pos), -dFdy(pos));
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if (dot(N, N) <= 0.0)
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N = vec3(0, -1, 0);
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else
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N = normalize(N);
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2017-12-01 04:18:52 +00:00
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vec3 V = normalize(matrVisu * matrModel * vec4(In.pos, 1.0)).xyz; /* TODO check view vector */
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2017-11-28 17:35:49 +00:00
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vec3 R = V - (2 * dot(V, N))*N; /* Reflection */
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/* Diffuse + reflective lighting */
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vec3 color = vec3(0.5, 0.6, 0.8);
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float fac = 1.0 - (1.0 - abs(N.y) + abs(R.y)) * (1.0 - abs(N.y) + abs(R.y));
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Color.rgb = fac * fac * color;
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/* Add specular glares */
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vec3 glareDir1 = normalize(vec3(-1, -0.75, 1));
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vec3 glareDir2 = normalize(vec3( 1, -0.75, -1));
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vec3 glareDir3 = normalize(vec3( 1, -0.75, 1));
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vec3 glareDir4 = normalize(vec3(-1, -0.75, -1));
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vec3 glareDir5 = normalize(vec3( 0, -1, 0));
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Color.rgb += 100*pow(max(dot(-R, glareDir5), max(dot(-R, glareDir4), max(dot(-R, glareDir3), max(dot(-R, glareDir2), max(dot(-R, glareDir1), 0.0))))), 5000);
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/* Grid overlay */
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float floorFactor = 1.0;
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float sth = 0.06;
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float posfac = 1.2 * 80.0 / SCENE_EXTENT;
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if (fract(posfac * pos.x) < sth)
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floorFactor = 0.5 - 0.5 * cos(-PI + 2.0 * PI * fract(posfac * pos.x) / sth);
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if (fract(posfac * pos.z) < sth)
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floorFactor = min(floorFactor, 0.5 - 0.5 * cos(-PI + 2.0 * PI * fract(posfac * pos.z) / sth));
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Color.rgb *= (0.75 + 0.25 * floorFactor);
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/* TODO Linear sampling */
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float waterDepth = 1.0 + 0.9 * pow(texture(terrain, In.pos.xz / SCENE_EXTENT + vec2(0.5)).z, 4);
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Color.rgb *= waterDepth;
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Color.a = 1.0;
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}
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