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

39 lines
1.3 KiB
HLSL

varying vec3 oldPos;
varying vec3 newPos;
varying vec3 ray;
vec2 intersectCube(vec3 origin, vec3 ray, vec3 cubeMin, vec3 cubeMax) {
vec3 tMin = (cubeMin - origin) / ray;
vec3 tMax = (cubeMax - origin) / ray;
vec3 t1 = min(tMin, tMax);
vec3 t2 = max(tMin, tMax);
float tNear = max(max(t1.x, t1.y), t1.z);
float tFar = min(min(t2.x, t2.y), t2.z);
return vec2(tNear, tFar);
}
/* project the ray onto the plane */
vec3 project(vec3 origin, vec3 ray, vec3 refractedLight) {
vec2 tcube = intersectCube(origin, ray, vec3(-1.0, -poolHeight, -1.0), vec3(1.0, 2.0, 1.0));
origin += ray * tcube.y;
float tplane = (-origin.y - 1.0) / refractedLight.y;
return origin + refractedLight * tplane;
}
void main() {
vec4 info = texture2D(water, gl_Vertex.xy * 0.5 + 0.5);
info.ba *= 0.5;
vec3 normal = vec3(info.b, sqrt(1.0 - dot(info.ba, info.ba)), info.a);
/* project the vertices along the refracted vertex ray */
vec3 refractedLight = refract(-light, vec3(0.0, 1.0, 0.0), IOR_AIR / IOR_WATER);
ray = refract(-light, normal, IOR_AIR / IOR_WATER);
oldPos = project(gl_Vertex.xzy, refractedLight, refractedLight);
newPos = project(gl_Vertex.xzy + vec3(0.0, info.r, 0.0), ray, refractedLight);
gl_Position = vec4(0.75 * (newPos.xz + refractedLight.xz / refractedLight.y), 0.0, 1.0);
}