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

26 lines
819 B
GLSL
Raw Normal View History

uniform vec4 waterMaterialColor;
uniform float waterMaterialReflection;
uniform float waterMaterialShininess;
uniform float waterMaterialHardness;
uniform float waterReflection;
2015-12-07 22:32:55 +00:00
out vec4 final_color;
2013-12-24 10:48:06 +00:00
2013-12-21 23:41:19 +00:00
void main(void)
{
2014-01-21 20:41:15 +00:00
vec3 normal = noiseNormal2d(unprojected.xz, 0.001);
2015-12-07 22:32:55 +00:00
final_color = applyLighting(unprojected, normal, waterMaterialColor, waterMaterialReflection, waterMaterialShininess, waterMaterialHardness);
vec3 reflected = reflect(unprojected - cameraLocation, normal);
reflected.y = max(reflected.y, 0.0);
2015-12-07 22:32:55 +00:00
final_color += getSkyColor(unprojected, reflected) * waterReflection;
2013-12-22 00:17:57 +00:00
2015-12-07 22:32:55 +00:00
final_color = applyAerialPerspective(final_color);
2013-12-22 00:17:57 +00:00
2015-12-07 22:32:55 +00:00
final_color = applyToneMapping(final_color);
2013-12-22 00:17:57 +00:00
2015-12-07 22:32:55 +00:00
final_color = applyMouseTracking(unprojected, final_color);
2015-12-07 22:32:55 +00:00
final_color.a = distanceFadeout();
2013-12-21 23:41:19 +00:00
}