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); }