mirror of https://github.com/qt/qt3d.git
77 lines
2.7 KiB
GLSL
77 lines
2.7 KiB
GLSL
#define FP highp
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varying FP vec3 worldPosition;
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varying FP vec3 worldNormal;
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varying FP vec4 worldTangent;
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varying FP vec2 texCoord;
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varying FP vec2 waveTexCoord;
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varying FP vec2 movtexCoord;
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varying FP vec2 multexCoord;
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varying FP vec2 skyTexCoord;
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varying FP vec3 vpos;
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varying FP vec3 color;
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uniform FP sampler2D diffuseTexture;
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uniform FP sampler2D specularTexture;
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uniform FP sampler2D normalTexture;
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uniform FP sampler2D waveTexture;
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uniform FP sampler2D skyTexture;
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uniform FP sampler2D foamTexture;
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uniform FP float offsetx;
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uniform FP float offsety;
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uniform FP float specularity;
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uniform FP float waveStrenght;
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uniform FP vec4 ka;
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uniform FP float shininess;
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uniform FP float normalAmount;
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uniform FP vec3 eyePosition;
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#pragma include phong.inc.frag
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#pragma include coordinatesystems.inc
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void main()
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{
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// Move waveTexCoords
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FP vec2 waveMovCoord = waveTexCoord;
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waveMovCoord.x += offsetx;
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waveMovCoord.y -= offsety;
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FP vec4 wave = texture2D(waveTexture, waveMovCoord);
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//Wiggle the newCoord by r and b colors of waveTexture
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FP vec2 newCoord = texCoord;
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newCoord.x += wave.r * waveStrenght;
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newCoord.y -= wave.b * waveStrenght;
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// Sample the textures at the interpolated texCoords
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// Use default texCoord for diffuse (it does not move on x or y, so it can be used as "ground under the water").
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FP vec4 diffuseTextureColor = texture2D(diffuseTexture, texCoord);
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// 2 Animated Layers of specularTexture mixed with the newCoord
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FP vec4 specularTextureColor = texture2D( specularTexture, multexCoord+newCoord) + (texture2D( specularTexture, movtexCoord+newCoord ));
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// 2 Animated Layers of normalTexture mixed with the newCoord
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FP vec3 tNormal = normalAmount * texture2D( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture2D( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
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// Animated skyTexture layer
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FP vec4 skycolor = texture2D(skyTexture, skyTexCoord);
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skycolor = skycolor * 0.4;
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//Animated foamTexture layer
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FP vec4 foamTextureColor = texture2D(foamTexture, texCoord);
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FP mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
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FP mat3 invertTangentMatrix = transpose(tangentMatrix);
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FP vec3 wNormal = normalize(invertTangentMatrix * tNormal);
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FP vec3 worldView = normalize(eyePosition - worldPosition);
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FP vec4 diffuse = vec4(diffuseTextureColor.rgb, vpos.y);
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FP vec4 specular = vec4(specularTextureColor.a*specularity);
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FP vec4 outputColor = phongFunction(ka, diffuse, specular, shininess, worldPosition, worldView, wNormal);
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outputColor += vec4(skycolor.rgb, vpos.y);
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outputColor += (foamTextureColor.rgba*vpos.y);
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gl_FragColor = vec4(outputColor.rgb,1.0);
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}
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