#version 120 #define gbuffers_shadows #define gbuffers_water #include "shaders.settings" varying vec4 color; varying vec4 ambientNdotL; varying vec2 lmcoord; varying float dist; varying vec3 viewVector; varying vec3 worldpos; varying mat3 tbnMatrix; uniform sampler2D noisetex; uniform sampler2D depthtex0; uniform float far; uniform float viewHeight; uniform float viewWidth; uniform float frameTimeCounter; vec4 encode (vec3 n,float dif){ float p = sqrt(n.z*8+8); float vis = lmcoord.t; if (ambientNdotL.a > 0.9) vis = vis * 0.25; if (ambientNdotL.a > 0.4 && ambientNdotL.a < 0.6) vis = vis*0.25+0.25; if (ambientNdotL.a < 0.1) vis = vis*0.25+0.5; return vec4(n.xy/p + 0.5,vis,1.0); } mat2 rmatrix(float rad){ return mat2(vec2(cos(rad), -sin(rad)), vec2(sin(rad), cos(rad))); } float calcWaves(vec2 coord, float iswater){ if(iswater > 0.9){ vec2 movement = abs(vec2(0.0, -frameTimeCounter * 0.31365)); coord *= 0.262144; vec2 coord0 = coord * rmatrix(1.0) - movement * 4.0; coord0.y *= 3.0; vec2 coord1 = coord * rmatrix(0.5) - movement * 1.5; coord1.y *= 3.0; vec2 coord2 = coord + movement * 0.5; coord2.y *= 3.0; coord0 *= waveSize; coord1 *= waveSize; float wave = 1.0 - texture2D(noisetex,coord0 * 0.005).x * 10.0; //big waves wave += texture2D(noisetex,coord1 * 0.010416).x * 7.0; //small waves wave += sqrt(texture2D(noisetex,coord2 * 0.045).x * 6.5) * 1.33; //noise texture wave *= 0.0157; return wave; } else return sqrt(texture2D(noisetex,coord * 0.5).x) * 0.035; //translucent noise, non water } vec3 calcBump(vec2 coord, float iswater){ const vec2 deltaPos = vec2(0.25, 0.0); float h0 = calcWaves(coord, iswater); float h1 = calcWaves(coord + deltaPos.xy, iswater); float h2 = calcWaves(coord - deltaPos.xy, iswater); float h3 = calcWaves(coord + deltaPos.yx, iswater); float h4 = calcWaves(coord - deltaPos.yx, iswater); float xDelta = ((h1-h0)+(h0-h2)); float yDelta = ((h3-h0)+(h0-h4)); return vec3(vec2(xDelta,yDelta)*0.5, 0.5); //z = 1.0-0.5 } vec3 calcParallax(vec3 pos, float iswater){ float getwave = calcWaves(pos.xz - pos.y, iswater); pos.xz += (getwave * viewVector.xy) * waterheight; return pos; } void main() { //Fix DH rendering through terrain, offset for reflections if(texture2D(depthtex0, gl_FragCoord.xy / vec2(viewWidth, viewHeight)).x < 0.9990) discard; float iswater = clamp(ambientNdotL.a*2.0-1.0,0.0,1.0); vec4 albedo = color; albedo.rgb = pow(albedo.rgb,vec3(2.2)); float texvis = wtexblend; #ifndef watertex texvis = 0.11; if(iswater > 0.9)albedo.rgb = vec3(waterCR,waterCG,waterCB); #endif //Bump and parallax mapping vec3 waterpos = worldpos; #ifdef WaterParallax waterpos = calcParallax(waterpos, iswater); #endif vec3 bump = calcBump(waterpos.xz - waterpos.y, iswater); vec3 newnormal = normalize(bump * tbnMatrix); vec3 fColor = albedo.rgb*(ambientNdotL.rgb); float alpha = mix(albedo.a,texvis,iswater); //if(iswater > 0.9)alpha *= waterA; float dither = fract(0.75487765 * gl_FragCoord.x + 0.56984026 * gl_FragCoord.y); dither = fract(frameTimeCounter * 16.0 + dither); if(dist > dither * 32.0 - 16.0 + far && iswater > 0.9) alpha *= waterA; //blend water transparency if(dist < dither * 32.0 - 16.0 + far && ambientNdotL.a > 0.4 && ambientNdotL.a < 0.6) alpha *= 0.0; //blend ice transparency /* DRAWBUFFERS:526 */ gl_FragData[0] = vec4(fColor,alpha); gl_FragData[1] = encode(newnormal.xyz, 0.0); gl_FragData[2] = vec4(normalize(albedo.rgb+0.00001),alpha); }