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| 1 | +export const vs = `#version 300 es |
| 2 | +
|
| 3 | +layout(location = 0) in vec3 position; |
| 4 | +
|
| 5 | +uniform mat4 viewMat; |
| 6 | +uniform mat4 worldMat; |
| 7 | +uniform mat4 projMat; |
| 8 | +uniform float sizes[3]; |
| 9 | +uniform float croppinesses[3]; |
| 10 | +uniform float scale; |
| 11 | +
|
| 12 | +uniform sampler2D dx_hy_dz_dxdz0; |
| 13 | +uniform sampler2D sx_sz_dxdx_dzdz0; |
| 14 | +uniform sampler2D dx_hy_dz_dxdz1; |
| 15 | +uniform sampler2D sx_sz_dxdx_dzdz1; |
| 16 | +uniform sampler2D dx_hy_dz_dxdz2; |
| 17 | +uniform sampler2D sx_sz_dxdx_dzdz2; |
| 18 | +
|
| 19 | +out vec3 _position; |
| 20 | +out vec2 _xz; |
| 21 | +
|
| 22 | +vec3 getDisplacement(in vec2 xz) { |
| 23 | + vec2 uv0 = xz / sizes[0]; |
| 24 | + vec2 uv1 = xz / sizes[1]; |
| 25 | + vec2 uv2 = xz / sizes[2]; |
| 26 | +
|
| 27 | + return |
| 28 | + texture(dx_hy_dz_dxdz0, uv0).xyz * vec3(croppinesses[0], 1.0f, croppinesses[0]) + |
| 29 | + texture(dx_hy_dz_dxdz1, uv1).xyz * vec3(croppinesses[1], 1.0f, croppinesses[1]) + |
| 30 | + texture(dx_hy_dz_dxdz2, uv2).xyz * vec3(croppinesses[2], 1.0f, croppinesses[2]); |
| 31 | +} |
| 32 | +
|
| 33 | +void main() |
| 34 | +{ |
| 35 | + vec2 xz = vec3(worldMat * vec4(position * scale, 1.0f)).xz; |
| 36 | + _position = position * scale + getDisplacement(xz); |
| 37 | + _position = vec3(worldMat * vec4(_position, 1.0f)); |
| 38 | + _xz = xz; |
| 39 | + gl_Position = projMat * viewMat * vec4(_position, 1.0f); |
| 40 | +} |
| 41 | +`; |
| 42 | + |
| 43 | +export const fs = `#version 300 es |
| 44 | +precision highp float; |
| 45 | +
|
| 46 | +layout(location = 0) out vec4 color; |
| 47 | +
|
| 48 | +in vec3 _position; |
| 49 | +in vec2 _xz; |
| 50 | +
|
| 51 | +uniform vec3 pos; |
| 52 | +uniform float foamSpreading; |
| 53 | +uniform float foamContrast; |
| 54 | +uniform float sizes[3]; |
| 55 | +uniform float croppinesses[3]; |
| 56 | +
|
| 57 | +uniform sampler2D dx_hy_dz_dxdz0; |
| 58 | +uniform sampler2D sx_sz_dxdx_dzdz0; |
| 59 | +uniform sampler2D dx_hy_dz_dxdz1; |
| 60 | +uniform sampler2D sx_sz_dxdx_dzdz1; |
| 61 | +uniform sampler2D dx_hy_dz_dxdz2; |
| 62 | +uniform sampler2D sx_sz_dxdx_dzdz2; |
| 63 | +
|
| 64 | +vec4 jacobian(float dxdx, float dxdz, float dzdz) { |
| 65 | + float Jxx = 1.0f + dxdx; |
| 66 | + float Jxz = dxdz; |
| 67 | + float Jzz = 1.0f + dzdz; |
| 68 | + return vec4(Jxx, Jxz, Jxz, Jzz); |
| 69 | +} |
| 70 | +
|
| 71 | +float det(vec4 jacobian) { |
| 72 | + return jacobian.x * jacobian.w - jacobian.y * jacobian.z; |
| 73 | +} |
| 74 | +
|
| 75 | +vec3 getNormal(in vec2 xz) { |
| 76 | + vec2 uv0 = xz / sizes[0]; |
| 77 | + vec2 uv1 = xz / sizes[1]; |
| 78 | + vec2 uv2 = xz / sizes[2]; |
| 79 | +
|
| 80 | + vec4 _sx_sz_dxdx_dzdz0 = texture(sx_sz_dxdx_dzdz0, uv0).xyzw; |
| 81 | + vec4 _sx_sz_dxdx_dzdz1 = texture(sx_sz_dxdx_dzdz1, uv1).xyzw; |
| 82 | + vec4 _sx_sz_dxdx_dzdz2 = texture(sx_sz_dxdx_dzdz2, uv2).xyzw; |
| 83 | +
|
| 84 | + float sx = _sx_sz_dxdx_dzdz0.x + _sx_sz_dxdx_dzdz1.x +_sx_sz_dxdx_dzdz2.x; |
| 85 | + float sz = _sx_sz_dxdx_dzdz0.y + _sx_sz_dxdx_dzdz1.y +_sx_sz_dxdx_dzdz2.y; |
| 86 | + float dxdx = _sx_sz_dxdx_dzdz0.z * croppinesses[0] + _sx_sz_dxdx_dzdz1.z * croppinesses[1] + _sx_sz_dxdx_dzdz2.z * croppinesses[2]; |
| 87 | + float dzdz = _sx_sz_dxdx_dzdz0.w * croppinesses[0] + _sx_sz_dxdx_dzdz1.w * croppinesses[1] + _sx_sz_dxdx_dzdz2.w * croppinesses[2]; |
| 88 | +
|
| 89 | + vec2 slope = vec2(sx / (1.0f + dxdx), sz / (1.0f + dzdz)); |
| 90 | +
|
| 91 | + return normalize(vec3(-slope.x, 1.0f, -slope.y)); |
| 92 | +} |
| 93 | +
|
| 94 | +float getFoam(in vec2 xz) { |
| 95 | + vec2 uv0 = xz / sizes[0]; |
| 96 | + vec2 uv1 = xz / sizes[1]; |
| 97 | + vec2 uv2 = xz / sizes[2]; |
| 98 | +
|
| 99 | + vec2 dxdx_dzdz0 = texture(sx_sz_dxdx_dzdz0, uv0).zw; |
| 100 | + vec2 dxdx_dzdz1 = texture(sx_sz_dxdx_dzdz1, uv1).zw; |
| 101 | + vec2 dxdx_dzdz2 = texture(sx_sz_dxdx_dzdz2, uv2).zw; |
| 102 | +
|
| 103 | + float dxdz0 = texture(dx_hy_dz_dxdz0, uv0).w; |
| 104 | + float dxdz1 = texture(dx_hy_dz_dxdz1, uv1).w; |
| 105 | + float dxdz2 = texture(dx_hy_dz_dxdz2, uv2).w; |
| 106 | + |
| 107 | + vec2 dxdx_dzdz = dxdx_dzdz0 * croppinesses[0] + dxdx_dzdz1 * croppinesses[1] + dxdx_dzdz2 * croppinesses[2]; |
| 108 | + float dxdz = dxdz0 * croppinesses[0] + dxdz1 * croppinesses[1] + dxdz2 * croppinesses[2]; |
| 109 | +
|
| 110 | + float val = det(jacobian(dxdx_dzdz.x, dxdz, dxdx_dzdz.y)); |
| 111 | + return pow(-min(0.0f, val - foamSpreading), foamContrast); |
| 112 | +} |
| 113 | +
|
| 114 | +vec3 surface(in vec3 normal, in vec3 view) { |
| 115 | + const vec3 upwelling = vec3(0.0, 0.2, 0.3); |
| 116 | + const vec3 sky = vec3(0.69, 0.84, 1.0); |
| 117 | + const vec3 mist = vec3(0.34, 0.42, 0.5); |
| 118 | + const float nShell = 1.34f; |
| 119 | + const float kDiffuse = 0.91f; |
| 120 | +
|
| 121 | + float reflectivity; |
| 122 | + float costhetai = abs(dot(normal, normalize(view))); |
| 123 | + float thetai = acos(costhetai); |
| 124 | + float sinthetat = sin(thetai) / nShell; |
| 125 | + float thetat = asin(sinthetat); |
| 126 | +
|
| 127 | + if(thetai == 0.0) |
| 128 | + { |
| 129 | + reflectivity = (nShell - 1.0f) / (nShell + 1.0f); |
| 130 | + reflectivity = reflectivity * reflectivity; |
| 131 | + } |
| 132 | + else |
| 133 | + { |
| 134 | + float fs = sin(thetat - thetai) / sin(thetat + thetai); |
| 135 | + float ts = tan(thetat - thetai) / tan(thetat + thetai); |
| 136 | + reflectivity = 0.5 * (fs * fs + ts * ts ); |
| 137 | + } |
| 138 | +
|
| 139 | + float falloff = exp(-length(view) * 1.0e-3) * kDiffuse; |
| 140 | + vec3 surf = reflectivity * sky + (1.0f - reflectivity) * upwelling; |
| 141 | + return falloff * surf + (1.0f - falloff) * mist; |
| 142 | +} |
| 143 | +
|
| 144 | +void main() |
| 145 | +{ |
| 146 | + float f = getFoam(_xz); |
| 147 | + vec3 n = getNormal(_xz); |
| 148 | + const vec3 foam = vec3(1.0f); |
| 149 | + vec3 water = surface(n, pos - _position); |
| 150 | + color = vec4(mix(water, foam, f), 1.0f); |
| 151 | +} |
| 152 | +`; |
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