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

95 lines
2.3 KiB
GLSL

#version 330
uniform sampler2D tex;
uniform sampler2D shadowmap;
uniform vec3 viewPos;
uniform vec3 sun;
uniform vec4 fogColor;
uniform float alpha; // Alpha of the semi-transparant layer
// Fragment information
in vec4 fragPos;
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 = 128;
const float fogDensity = .00003;
float finalpha;
float light;
vec4 texpixel, color;
void lightSun();
float lightSunShadow();
void lightPoint(int i);
void main() {
fragColor = vec4(pow(texture(tex, fragTexCoord).rgb, vec3(gamma)), 1.0f);
finalpha = alpha;
light = ambient;
lightSun();
color += vec4(fragColor.rgb * light, 0.0f);
color.a = fragColor.a;
color.rgb = color.rgb;
float z = gl_FragCoord.z / gl_FragCoord.w;
float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
outputColor = mix(fogColor, color, fog) * finalpha;
}
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;
color += vec4(vec3(specular), 0.0f) * shadow;
if (specular*shadow > 1.0f) {
finalpha = min(finalpha + specular - 1.0f, 1.0f);
}
finalpha = min(finalpha + 0.1f * shadow, 1.0f);
}
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);
}