gl01/internal/asset/shader/world/water.frag

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#version 330
uniform sampler2D gPos;
uniform sampler2D tex;
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uniform sampler2D shadowmap;
uniform vec3 viewPos;
uniform vec3 sun;
uniform vec4 fogColor;
uniform vec2 screenSize;
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uniform float alpha; // Alpha of the semi-transparant layer
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// Fragment information
in vec4 fragPos;
in vec4 fragPosView;
in vec4 fragPosScreen;
in vec4 fragPosLightspace;
in vec3 fragNormal;
in vec2 fragTexCoord;
vec4 fragColor;
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out vec4 outputColor;
const float gamma = 2.2;
const float ambient = 0.3, specularStrength = 1.6, specularShininess = 128;
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const float fogDensity = .00003;
float sunalpha = 0;
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float light;
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vec3 color = vec3(0);
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void lightSun();
float lightSunShadow();
void lightPoint(int i);
void main() {
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fragColor = vec4(texture(tex, fragTexCoord).rgb, 1.0f);
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light = ambient;
lightSun();
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color += fragColor.rgb * light;
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//float z = gl_FragCoord.z / gl_FragCoord.w;
//float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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float waterDepth = (fragPosView.z-texture(gPos, gl_FragCoord.xy/screenSize).a);
float waterFactor = pow(alpha, waterDepth);
outputColor = vec4(color*waterFactor, min(1-waterFactor + sunalpha, 1));
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}
void lightSun() {
/* Diffuse */
vec3 lightDir = sun;
float diffuse = max(dot(fragNormal, lightDir), 0.0f);
/* Specular */
vec3 viewDir = normalize(viewPos - fragPos.xyz);
vec3 reflectDir = reflect(-lightDir, fragNormal);
float specular = specularStrength * pow(max(dot(viewDir, reflectDir), 0.0), specularShininess);
float shadow = lightSunShadow();
light += diffuse * shadow;
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color += vec3(specular) * shadow;
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if (specular*shadow > 1.0f)
sunalpha += specular*shadow - 1.0f;
sunalpha += 0.1f*shadow;
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}
float lightSunShadow() {
/* Shadow */
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float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001);
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vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w;
projCoords = projCoords*0.5 + 0.5;
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float closestDepth = texture(shadowmap, projCoords.xy).r;
float currentDepth = projCoords.z;
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float shadow = 0;
if (currentDepth > 1.0f || currentDepth < 0.0f)
return 1.0f;
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//vec2 texelSize = clamp((currentDepth+bias-closestDepth)*100.0f, 0.05f, 1.5f) / textureSize(shadowmap, 0);
vec2 texelSize = 0.4 / textureSize(shadowmap, 0);
for (int x=-4; x<=4; ++x)
for (int y=-4; y<=4; ++y) {
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float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r;
shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f;
}
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return min(shadow/81.0f, 1.0f);
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}