cOMS/shaders/liquids/water/water_above_fragment.hlsl
2024-07-12 15:26:57 +02:00

28 lines
959 B
HLSL

#include "helper.hlsli"
uniform vec3 eye;
varying vec3 position;
const vec3 abovewaterColor = vec3(0.25, 1.0, 1.25);
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);
vec3 reflectedRay = reflect(incomingRay, normal);
vec3 refractedRay = refract(incomingRay, normal, IOR_AIR / IOR_WATER);
float fresnel = mix(0.25, 1.0, pow(1.0 - dot(normal, -incomingRay), 3.0));
vec3 reflectedColor = getSurfaceRayColor(position, reflectedRay, abovewaterColor);
vec3 refractedColor = getSurfaceRayColor(position, refractedRay, abovewaterColor);
gl_FragColor = vec4(mix(refractedColor, reflectedColor, fresnel), 1.0);
}