#include "helper.hlsli" uniform vec3 eye; varying vec3 position; const vec3 underwaterColor = vec3(0.4, 0.9, 1.0); void main() { vec2 coord = position.xz * 0.5 + 0.5; vec4 info = texture2D(water, coord); /* make water look more "peaked" */ for (int i = 0; i < 5; i++) { coord += info.ba * 0.005; info = texture2D(water, coord); } vec3 normal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a); vec3 incomingRay = normalize(position - eye); // @todo avove and below water are almost the same maybe we can merge the shaders normal = -normal; vec3 reflectedRay = reflect(incomingRay, normal); vec3 refractedRay = refract(incomingRay, normal, IOR_WATER / IOR_AIR); float fresnel = mix(0.5, 1.0, pow(1.0 - dot(normal, -incomingRay), 3.0)); vec3 reflectedColor = getSurfaceRayColor(position, reflectedRay, underwaterColor); vec3 refractedColor = getSurfaceRayColor(position, refractedRay, vec3(1.0)) * vec3(0.8, 1.0, 1.1); gl_FragColor = vec4(mix(reflectedColor, refractedColor, (1.0 - fresnel) * length(refractedRay)), 1.0); }