#version 330 uniform sampler2D gPos; uniform sampler2D tex; uniform sampler2D shadowmap; uniform vec3 viewPos; uniform vec3 sun; uniform vec4 fogColor; uniform vec2 screenSize; uniform float alpha; // Alpha of the semi-transparant layer // Fragment information in vec4 fragPos; in vec4 fragPosView; in vec4 fragPosScreen; in vec4 fragPosLightspace; in vec3 fragNormal; in vec2 fragTexCoord; vec4 fragColor; out vec4 outputColor; const float gamma = 2.2; const float ambient = 0.3, specularStrength = 1.6, specularShininess = 256; const float fogDensity = .00003; float sunalpha = 0; vec3 suncolor = vec3(0); float light; vec3 color = vec3(0); void lightSun(); float lightSunShadow(); void lightPoint(int i); void main() { fragColor = vec4(texture(tex, fragTexCoord).rgb, 1.0f); light = ambient; lightSun(); color += fragColor.rgb * light; //float z = gl_FragCoord.z / gl_FragCoord.w; //float fog = clamp(exp(-fogDensity * z * z), 0.2, 1); float waterDepth = (fragPosView.z-texture(gPos, gl_FragCoord.xy/screenSize).a); float waterFactor = pow(alpha, waterDepth); float waterAlpha = min(1-waterFactor + sunalpha, 1); outputColor = vec4(color*waterFactor*waterAlpha + suncolor, waterAlpha); } 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; suncolor += vec3(specular) * shadow; if (specular*shadow > 1.0f) sunalpha += specular*shadow - 1.0f; sunalpha += 0.1f*shadow; } float lightSunShadow() { /* Shadow */ float bias = max(0.0013 * (1.0 - dot(fragNormal, sun)), 0.0001); vec3 projCoords = fragPosLightspace.xyz / fragPosLightspace.w; projCoords = projCoords*0.5 + 0.5; float closestDepth = texture(shadowmap, projCoords.xy).r; float currentDepth = projCoords.z; float shadow = 0; if (currentDepth > 1.0f || currentDepth < 0.0f) return 1.0f; //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) { float pcfDepth = texture(shadowmap, projCoords.xy + vec2(x,y)*texelSize).r; shadow += currentDepth-bias < pcfDepth ? 1.0f : 0.0f; } return min(shadow/81.0f, 1.0f); }