57 lines
1.4 KiB
Plaintext
57 lines
1.4 KiB
Plaintext
|
precision lowp float;
|
||
|
|
||
|
uniform sampler2D Texture;
|
||
|
uniform sampler2D NormalMap;
|
||
|
uniform vec3 CamPos;
|
||
|
uniform float WaterScale;
|
||
|
varying vec2 texCoord;
|
||
|
uniform float Time;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
|
||
|
vec2 localTexCoord = texCoord;
|
||
|
|
||
|
vec3 camVec = CamPos.xyz;
|
||
|
float len = length(camVec);
|
||
|
float squeeze = 0.5*(len / CamPos.y );
|
||
|
|
||
|
squeeze = min(squeeze, 4.0);
|
||
|
|
||
|
//if (squeeze>15.0) squeeze = 15.0;
|
||
|
|
||
|
vec3 v3 = vec3(0.0,1.0,0.0);
|
||
|
vec3 v2 = vec3(1.0,0.0,0.0);
|
||
|
vec3 v1 = vec3(0.0,0.0,1.0);
|
||
|
|
||
|
mat3 rot;
|
||
|
|
||
|
rot[0] = v1;
|
||
|
rot[1] = v2;
|
||
|
rot[2] = v3;
|
||
|
|
||
|
float sinx = 0.025*sin(Time+localTexCoord.x*2.0);
|
||
|
|
||
|
vec3 NVec1 = texture2D(NormalMap, vec2(-Time*0.04 + localTexCoord.x*WaterScale + sinx, -Time*0.04 + squeeze*localTexCoord.y*WaterScale - sinx)).rgb;
|
||
|
vec3 NVec2 = texture2D(NormalMap, vec2( Time*0.04 + squeeze*localTexCoord.y*WaterScale - sinx, -Time*0.04 + (1.0-localTexCoord.x)*WaterScale + sinx)).rgb;
|
||
|
|
||
|
NVec1 = (NVec1 -0.5) * 2.0;
|
||
|
NVec2 = (NVec2 -0.5) * 2.0;
|
||
|
|
||
|
|
||
|
vec3 NVec = 0.5*NVec1 + 0.5*NVec2;
|
||
|
NVec = rot * NVec;
|
||
|
|
||
|
float d = 1.0/(len+0.05);
|
||
|
|
||
|
d = min(d, 2.0);
|
||
|
|
||
|
localTexCoord.x = max(min(localTexCoord.x + d * NVec.x, 1.0), 0.0);
|
||
|
localTexCoord.y = max(min(localTexCoord.y - d * NVec.z, 1.0), 0.0);
|
||
|
|
||
|
vec4 specular = vec4(0.8, 0.8, 0.8, 1.0)* (1.0-pow(max(dot(vec3(0.0,1.0,0.0), normalize(NVec)),0.0),2.0));
|
||
|
|
||
|
|
||
|
gl_FragColor = texture2D(Texture, localTexCoord).rgba + specular + vec4(0.0, 0.05, 0.1, 0.0);
|
||
|
}
|