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