1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556 |
- #version 330 core
- uniform sampler2D diffuse_texture;
- uniform sampler2D displacement_texture;
- uniform sampler2D framebuffer_texture;
- uniform mat3 fragcoord2uv;
- uniform float backbuffer;
- uniform float game_time;
- uniform vec2 animate;
- uniform vec2 displacement_animate;
- in vec4 diffuse_var;
- in vec2 texcoord_var;
- out vec4 fragColor;
- void main(void)
- {
- if (backbuffer == 0.0)
- {
- vec4 color = diffuse_var * texture(diffuse_texture, texcoord_var.st + (animate * game_time));
- fragColor = color;
- }
- else if (true)
- {
- vec4 pixel = texture(displacement_texture, texcoord_var.st + (displacement_animate * game_time));
- vec2 displacement = (pixel.rg - vec2(0.5, 0.5)) * 255;
- float alpha = pixel.a;
- vec2 uv = (fragcoord2uv * (gl_FragCoord.xyw + vec3(displacement.xy * alpha, 0))).xy;
- uv = vec2(uv.x, 1.0 - uv.y);
- vec4 back_color = texture(framebuffer_texture, uv);
- vec4 color = diffuse_var * texture(diffuse_texture, texcoord_var.st + (animate * game_time));
- fragColor = vec4(mix(color.rgb, back_color.rgb, alpha), color.a);
- }
- else
- {
- // water reflection
- vec4 color = diffuse_var * texture(diffuse_texture, texcoord_var.st);
- vec2 uv = (fragcoord2uv * gl_FragCoord.xyw).xy + vec2(0, 0.05);
- uv.x = uv.x + 0.005 * sin(game_time + uv.y * 100);
- uv = vec2(uv.x, 1.0 - uv.y);
- vec4 back_color = texture(framebuffer_texture, uv);
- if (backbuffer == 0.0)
- fragColor = color;
- else
- if (uv.y > 0.5)
- fragColor = vec4(mix(vec3(0,0,0.75), mix(color.rgb, back_color.rgb, 0.95 * backbuffer), (1.2 - uv.y) * (1.2 - uv.y)), 1.0);
- else
- fragColor = color;
- }
- }
- /* EOF */
|