45 lines
1.1 KiB
Plaintext
45 lines
1.1 KiB
Plaintext
|
uniform samplerCube Env;
|
||
|
uniform sampler2D NormalMap;
|
||
|
uniform vec3 CamPos;
|
||
|
uniform float WaterTimer;
|
||
|
|
||
|
|
||
|
varying vec3 camVec;
|
||
|
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 texCoord = gl_TexCoord[0].st;
|
||
|
|
||
|
mat3 rot;
|
||
|
|
||
|
rot[0] = vec3(0.0,0.0,1.0);
|
||
|
rot[1] = vec3(1.0,0.0,0.0);
|
||
|
rot[2] = vec3(0.0,1.0,0.0);
|
||
|
|
||
|
float sinx = 0.025*sin(WaterTimer+texCoord.x*5);
|
||
|
|
||
|
vec3 NVec1 = texture2D(NormalMap, vec2(-WaterTimer*0.04 + texCoord.x + sinx, -WaterTimer*0.04 + texCoord.y - sinx)).rgb;
|
||
|
vec3 NVec2 = texture2D(NormalMap, vec2( WaterTimer*0.04 + texCoord.y - sinx, -WaterTimer*0.04 + (1.0-texCoord.x) + sinx)).rgb;
|
||
|
|
||
|
NVec1 = (NVec1 -0.5) * 2.0;
|
||
|
NVec2 = (NVec2 -0.5) * 2.0;
|
||
|
|
||
|
vec3 NVec = NVec1 + NVec2;
|
||
|
vec3 NVecReflect = normalize(rot * (NVec1 + NVec2) + vec3(0,8,0));
|
||
|
vec3 NVecRefract = normalize(rot * (NVec1 + NVec2));
|
||
|
|
||
|
vec3 dir1 = reflect((camVec),NVecReflect);
|
||
|
//vec3 dir2 = refract((camVec),NVecRefract,0.9);
|
||
|
vec3 dir2 = reflect((camVec),NVecReflect);
|
||
|
dir2.y = - dir2.y;
|
||
|
|
||
|
vec4 reflectColor = textureCube(Env, dir1);
|
||
|
vec4 refractColor = textureCube(Env, dir2);
|
||
|
|
||
|
vec4 texColor = reflectColor*0.2 + refractColor*0.8;
|
||
|
|
||
|
gl_FragColor = vec4(texColor.xyz, 1.0f);
|
||
|
|
||
|
|
||
|
}
|