content/hifi-content/caitlyn/scratch/new-water-02c.fs
2022-02-13 22:19:19 +01:00

99 lines
No EOL
2.3 KiB
GLSL

// Simple Water shader. (c) Victor Korsun, bitekas@gmail.com; 2012.
//
// Attribution-ShareAlike CC License.
#ifdef GL_ES
precision highp float;
#endif
const float PI = 3.1415926535897932;
// play with these parameters to custimize the effect
// ===================================================
//speed
uniform float speed = 0.2;
uniform float speed_x = 0.3;
uniform float speed_y = 0.3;
// refraction
const float emboss = 0.50;
const float intensity = 2.4;
const int steps = 8;
const float frequency = 6.0;
const int angle = 7; // better when a prime
// reflection
const float delta = 60.;
const float intence = 700.;
const float reflectionCutOff = 0.012;
const float reflectionIntence = 200000.;
// ===================================================
float time = iGlobalTime*1.3;
float col(vec2 coord)
{
float delta_theta = 2.0 * PI / float(angle);
float col = 0.0;
float theta = 0.0;
for (int i = 0; i < steps; i++)
{
vec2 adjc = coord;
theta = delta_theta*float(i);
adjc.x += cos(theta)*time*speed + time * speed_x;
adjc.y -= sin(theta)*time*speed - time * speed_y;
col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
}
return cos(col);
}
//---------- main
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 p = (fragCoord.xy) / iResolution.xy, c1 = p, c2 = p;
float cc1 = col(c1);
c2.x += iResolution.x/delta;
float dx = emboss*(cc1-col(c2))/delta;
c2.x = p.x;
c2.y += iResolution.y/delta;
float dy = emboss*(cc1-col(c2))/delta;
c1.x += dx*2.;
c1.y = -(c1.y+dy*2.);
float alpha = 1.+dot(dx,dy)*intence;
float ddx = dx - reflectionCutOff;
float ddy = dy - reflectionCutOff;
if (ddx > 0. && ddy > 0.)
alpha = pow(alpha, ddx*ddy*reflectionIntence);
//
c1 /= 4.0;
//
vec4 col = texture(iChannel0, c1) * (alpha);
fragColor = col;
}
float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess)
{
vec2 position = _position.xz;
position += 0.5;
position.y = 1.0 - position.y;
vec4 pixelColor;
mainImage(pixelColor, position * iWorldScale.xz);
diffuse = pixelColor.rgb; // Return 0.0 and color in diffuse for a lit surface
return 0.0;
// specular = pixelColor.rgb; // or return 1.0 and color in specular for unlit surface.
// return 1.0;
}