paysages3d/src/render/opengl/shaders/water.frag

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610 B
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uniform vec4 waterColor;
uniform float waterReflection;
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void main(void)
{
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vec3 normal = noiseNormal2d(unprojected.xz, 0.001);
gl_FragColor = applyLighting(unprojected, normal, waterColor, 16.0);
vec3 reflected = reflect(unprojected - cameraLocation, normal);
reflected.y = max(reflected.y, 0.0);
gl_FragColor += getSkyColor(unprojected, reflected) * waterReflection;
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gl_FragColor = applyAerialPerspective(gl_FragColor);
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gl_FragColor = applyToneMapping(gl_FragColor);
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gl_FragColor = applyMouseTracking(unprojected, gl_FragColor);
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gl_FragColor.a = distanceFadeout();
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}