| #define FP highp |
| |
| varying FP vec3 worldPosition; |
| varying FP vec3 worldNormal; |
| varying FP vec4 worldTangent; |
| varying FP vec2 texCoord; |
| varying FP vec2 waveTexCoord; |
| varying FP vec2 movtexCoord; |
| varying FP vec2 multexCoord; |
| varying FP vec2 skyTexCoord; |
| |
| varying FP vec3 vpos; |
| |
| varying FP vec3 color; |
| |
| uniform FP sampler2D diffuseTexture; |
| uniform FP sampler2D specularTexture; |
| uniform FP sampler2D normalTexture; |
| uniform FP sampler2D waveTexture; |
| uniform FP sampler2D skyTexture; |
| uniform FP sampler2D foamTexture; |
| |
| uniform FP float offsetx; |
| uniform FP float offsety; |
| uniform FP float specularity; |
| uniform FP float waveStrenght; |
| uniform FP vec4 ka; |
| uniform FP float shininess; |
| uniform FP float normalAmount; |
| uniform FP vec3 eyePosition; |
| |
| #pragma include phong.inc.frag |
| #pragma include coordinatesystems.inc |
| |
| void main() |
| { |
| // Move waveTexCoords |
| FP vec2 waveMovCoord = waveTexCoord; |
| waveMovCoord.x += offsetx; |
| waveMovCoord.y -= offsety; |
| FP vec4 wave = texture2D(waveTexture, waveMovCoord); |
| |
| //Wiggle the newCoord by r and b colors of waveTexture |
| FP vec2 newCoord = texCoord; |
| newCoord.x += wave.r * waveStrenght; |
| newCoord.y -= wave.b * waveStrenght; |
| |
| // Sample the textures at the interpolated texCoords |
| // Use default texCoord for diffuse (it does not move on x or y, so it can be used as "ground under the water"). |
| FP vec4 diffuseTextureColor = texture2D(diffuseTexture, texCoord); |
| // 2 Animated Layers of specularTexture mixed with the newCoord |
| FP vec4 specularTextureColor = texture2D( specularTexture, multexCoord+newCoord) + (texture2D( specularTexture, movtexCoord+newCoord )); |
| // 2 Animated Layers of normalTexture mixed with the newCoord |
| FP vec3 tNormal = normalAmount * texture2D( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture2D( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 )); |
| // Animated skyTexture layer |
| FP vec4 skycolor = texture2D(skyTexture, skyTexCoord); |
| skycolor = skycolor * 0.4; |
| //Animated foamTexture layer |
| FP vec4 foamTextureColor = texture2D(foamTexture, texCoord); |
| |
| FP mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent); |
| FP mat3 invertTangentMatrix = transpose(tangentMatrix); |
| |
| FP vec3 wNormal = normalize(invertTangentMatrix * tNormal); |
| FP vec3 worldView = normalize(eyePosition - worldPosition); |
| |
| FP vec4 diffuse = vec4(diffuseTextureColor.rgb, vpos.y); |
| FP vec4 specular = vec4(specularTextureColor.a*specularity); |
| FP vec4 outputColor = phongFunction(ka, diffuse, specular, shininess, worldPosition, worldView, wNormal); |
| |
| outputColor += vec4(skycolor.rgb, vpos.y); |
| outputColor += (foamTextureColor.rgba*vpos.y); |
| |
| gl_FragColor = vec4(outputColor.rgb,1.0); |
| } |
| |