stk-code_catmod/data/shaders/water.frag

59 lines
1.6 KiB
GLSL
Raw Normal View History

// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
#version 330 compatibility
uniform sampler2D BumpTex1; // Normal map 1
uniform sampler2D BumpTex2; // Normal map 2
uniform sampler2D DecalTex; //The texture
uniform vec2 delta1;
uniform vec2 delta2;
in vec3 lightVec;
in vec3 halfVec;
in vec3 eyeVec;
in vec2 uv;
out vec4 FragColor;
void main()
{
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
vec3 normal = 2.0 * texture (BumpTex1, uv + delta1).rgb - 1.0;
vec3 normal2 = 2.0 * texture (BumpTex2, uv + delta2).rgb - 1.0;
// scale normals
normal.y = 4.0*normal.y;
normal2.y = 4.0*normal2.y;
normal = (normalize(normal) + normalize(normal2))/2.0;
// compute diffuse lighting
float lamberFactor = max (dot (lightVec, normal), 0.0);
vec4 diffuseMaterial;
vec4 diffuseLight;
diffuseMaterial = texture (DecalTex, uv + vec2(delta1.x, 0.0));
diffuseLight = vec4(1.0, 1.0, 1.0, 1.0);
vec3 col = diffuseMaterial.xyz * (0.3 + lamberFactor*0.7);
// specular (phong)
vec3 R = normalize(reflect(lightVec, normal));
float specular = max(dot(R, eyeVec), 0.0);
// weak specular
specular = specular*specular;
specular = specular*specular;
float specular_weak = specular*0.05;
col += vec3(specular_weak, specular_weak, specular_weak);
// strong specular
specular = specular*specular;
float specular_strong = specular*0.3;
col += vec3(specular_strong, specular_strong, specular_strong);
float summed = dot(vec3(1.0), col) / 3.0;
float alpha = 0.9 + 0.1 * smoothstep(0.0, 1.0, summed);
FragColor = vec4(col, alpha);
}