#version 450 #include "compiled.inc" #include "std/gbuffer.glsl" #include "std/math.glsl" uniform sampler2D gbufferD; uniform sampler2D tex; uniform sampler2D sbase; uniform sampler2D sdetail; uniform sampler2D sfoam; #ifdef _SSR uniform mat4 P; uniform mat3 V3; #ifdef _CPostprocess uniform vec3 PPComp9; uniform vec3 PPComp10; #endif #endif #ifdef _Rad uniform sampler2D senvmapRadiance; #endif uniform float time; uniform vec3 eye; uniform vec3 eyeLook; uniform vec2 cameraProj; uniform vec3 ld; uniform float envmapStrength; in vec2 texCoord; in vec3 viewRay; out vec4 fragColor; #ifdef _SSR vec3 hitCoord; float depth; const int numBinarySearchSteps = 7; const int maxSteps = int(ceil(1.0 / ssrRayStep) * ssrSearchDist); vec2 getProjectedCoord(const vec3 hit) { vec4 projectedCoord = P * vec4(hit, 1.0); projectedCoord.xy /= projectedCoord.w; projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5; #ifdef _InvY projectedCoord.y = 1.0 - projectedCoord.y; #endif return projectedCoord.xy; } float getDeltaDepth(const vec3 hit) { depth = textureLod(gbufferD, getProjectedCoord(hit), 0.0).r * 2.0 - 1.0; vec3 viewPos = getPosView(viewRay, depth, cameraProj); return viewPos.z - hit.z; } vec4 binarySearch(vec3 dir) { float ddepth; for (int i = 0; i < numBinarySearchSteps; i++) { dir *= 0.5; hitCoord -= dir; ddepth = getDeltaDepth(hitCoord); if (ddepth < 0.0) hitCoord += dir; } // Ugly discard of hits too far away #ifdef _CPostprocess if (abs(ddepth) > PPComp9.z / 500) return vec4(0.0); #else if (abs(ddepth) > ssrSearchDist / 500) return vec4(0.0); #endif return vec4(getProjectedCoord(hitCoord), 0.0, 1.0); } vec4 rayCast(vec3 dir) { #ifdef _CPostprocess dir *= PPComp9.x; #else dir *= ssrRayStep; #endif for (int i = 0; i < maxSteps; i++) { hitCoord += dir; if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); } return vec4(0.0); } #endif //SSR vec3 sampleWaterNormals(vec2 hitXY, float speed, out vec2 tcnor0, out vec2 tcnor1) { tcnor0 = hitXY / 3.0; vec3 n0 = textureLod(sdetail, tcnor0 + vec2(speed / 60.0, speed / 120.0), 0.0).rgb; tcnor1 = hitXY / 6.0 + n0.xy / 20.0; vec3 n1 = textureLod(sbase, tcnor1 + vec2(speed / 40.0, speed / 80.0), 0.0).rgb; return normalize(n0 + n1 - 1.0); } void main() { float gdepth = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; vec3 vray = normalize(viewRay); float speed = time * 2.0 * waterSpeed; bool isSky = (gdepth == 1.0); // Ray-plane intersection with water surface (z = waterLevel) float denom = dot(vray, vec3(0.0, 0.0, 1.0)); float tWater = (waterLevel - eye.z) / denom; bool hasWaterHit = (abs(denom) > 0.0001) && (tWater > 0.0); if (eye.z < waterLevel) { vec2 tc = texCoord; float fogFactor; if (hasWaterHit && denom > 0.0) { // Looking up at water surface - apply normal distortion vec3 hit = eye + tWater * vray; vec2 tc0, tc1; vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tc0, tc1); tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; fogFactor = clamp(tWater * waterDensity, 0.0, 0.95); } else { // Looking forward/down - distort via water surface above fragment vec3 p = getPos(eye, eyeLook, vray, gdepth, cameraProj); vec2 wxy = isSky ? (eye.xy + vray.xy * 50.0) : p.xy; vec2 tc0, tc1; vec3 n2 = sampleWaterNormals(wxy * waterFreq, speed, tc0, tc1); tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; float waterDist = isSky ? 50.0 : length(p - eye); fogFactor = clamp(waterDist * waterDensity, 0.0, 0.95); } vec3 refracted = textureLod(tex, tc, 0.0).rgb; fragColor.rgb = mix(refracted, waterColor, fogFactor); fragColor.a = 1.0; return; } // Above water if (!hasWaterHit || denom >= 0.0) { fragColor = vec4(0.0); return; } if (isSky) tWater = min(tWater, 100.0); // Clamp to prevent aliasing at horizon vec3 p = isSky ? (eye + tWater * vray) : getPos(eye, eyeLook, vray, gdepth, cameraProj); float horizonFactor = clamp(1.0 - tWater / 60.0, 0.0, 1.0); if (!isSky && p.z > waterLevel) { fragColor = vec4(0.0); return; } // Displace surface p.z += (sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed) + sin(p.x * 20.0 / waterDisplace + speed * 1.3) * cos(p.y * 20.0 / waterDisplace + speed * 1.3) * 0.5) / 50.0 * waterDisplace; // Hit plane to determine uvs vec3 v = normalize(eye - p); float t = (waterLevel - eye.z) / dot(v, vec3(0.0, 0.0, 1.0)); vec3 hit = eye + t * v; // Sample normal maps vec2 tcnor0, tcnor1; vec3 n2 = sampleWaterNormals(hit.xy * waterFreq, speed, tcnor0, tcnor1); // Refraction vec2 tc; if (isSky) { tc = texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; } else { float ddepth = textureLod(gbufferD, texCoord + (n2.xy * n2.z) / 40.0, 0.0).r * 2.0 - 1.0; vec3 p2 = getPos(eye, eyeLook, vray, ddepth, cameraProj); tc = p2.z > waterLevel ? texCoord : texCoord + (n2.xy * n2.z) / 30.0 * waterRefract; } // Light float fresnel = 1.0 - max(dot(n2, v), 0.0); fresnel = 0.02 + 0.98 * pow(fresnel, 5.0); vec3 r = reflect(-v, n2); #ifdef _Rad vec3 reflectedEnv = textureLod(senvmapRadiance, envMapEquirect(r), 0).rgb; #else const vec3 reflectedEnv = vec3(0.5); #endif vec3 refracted = textureLod(tex, tc, 0.0).rgb; #ifdef _SSR float roughness = 0.1;//unpackFloat(g0.b).y; //if (roughness == 1.0) { fragColor.rgb = vec3(0.0); return; } float spec = 0.9;//fract(textureLod(gbuffer1, texCoord, 0.0).a); //if (spec == 0.0) { fragColor.rgb = vec3(0.0); return; } vec3 viewNormal = V3 * n2; vec3 viewPos = isSky ? vec3(0.0) : getPosView(viewRay, gdepth, cameraProj); vec3 reflected = reflect(normalize(viewPos), viewNormal); hitCoord = viewPos; #ifdef _CPostprocess vec3 dir = reflected * (1.0 - rand(texCoord) * PPComp10.y * roughness) * 2.0; #else vec3 dir = reflected * (1.0 - rand(texCoord) * ssrJitter * roughness) * 2.0; #endif vec4 coords = rayCast(dir); vec2 deltaCoords = abs(vec2(0.5, 0.5) - coords.xy); float screenEdgeFactor = clamp(1.0 - (deltaCoords.x + deltaCoords.y), 0.0, 1.0); float reflectivity = 1.0 - roughness; #ifdef _CPostprocess float intensity = pow(reflectivity, PPComp10.x) * screenEdgeFactor * clamp(-reflected.z, 0.0, 1.0) * clamp((PPComp9.z - length(viewPos - hitCoord)) * (1.0 / PPComp9.z), 0.0, 1.0) * coords.w; #else float intensity = pow(reflectivity, ssrFalloffExp)*screenEdgeFactor*clamp(-reflected.z, 0.0, 1.0)*clamp((ssrSearchDist - length(viewPos - hitCoord))*(1.0 / ssrSearchDist), 0.0, 1.0)*coords.w; #endif intensity = clamp(intensity, 0.0, 1.0); vec3 reflCol = textureLod(tex, coords.xy, 0.0).rgb; fragColor.rgb = mix(refracted, reflCol * intensity * 0.5, waterReflect * fresnel * 0.5); fragColor.rgb = mix(fragColor.rgb, reflectedEnv, waterReflect * fresnel); #else fragColor.rgb = mix(refracted, reflectedEnv, waterReflect * fresnel); #endif // Water color tint - blend rather than multiply to preserve brightness float colorMix = isSky ? 0.7 : 0.5; fragColor.rgb = mix(fragColor.rgb, fragColor.rgb * waterColor, colorMix * horizonFactor); // Blinn-Phong specular using half-vector, faded at horizon vec3 h = normalize(v + ld); float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0); fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0) * horizonFactor; // Depth fog - blend toward waterColor with depth, faded at horizon float depthFog = clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9); fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor); // Alpha fades smoothly at horizon instead of hard cut fragColor.a = isSky ? horizonFactor : clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0); // Foam - based on actual geometry depth below water surface float fd = isSky ? 1.0 : abs(p.z - waterLevel); if (fd < 0.1) { // Based on foam by Owen Deery // http://fire-face.com/personal/water // Distance-based LOD blurs foam at range to reduce noise float foamLod = clamp(tWater / 15.0, 0.0, 5.0); vec2 foamUV0 = tcnor0 * 3.0 + vec2(speed / 30.0, speed / 50.0); vec2 foamUV1 = tcnor1 * 4.0 + vec2(-speed / 35.0, speed / 45.0); vec3 foamMask0 = textureLod(sfoam, foamUV0, foamLod).rgb; vec3 foamMask1 = textureLod(sfoam, foamUV1, foamLod).rgb; float foamStrength = clamp(1.0 - foamMask0.r * 0.5 - foamMask1.b * 0.5, 0.0, 1.0); float fac = (1.0 - (fd * (1.0 / 0.1))) * horizonFactor; fragColor.rgb = mix(fragColor.rgb, mix(fragColor.rgb, waterColor + 0.2, foamStrength), clamp(fac, 0.0, 1.0) * 0.5); } }