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-rwxr-xr-xresources/shaders/shader.frag11
1 files changed, 11 insertions, 0 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 80a65a2..0697359 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -5,6 +5,7 @@ in vec3 normal_cameraSpace;
in vec3 camera_worldSpace;
in vec3 normal_worldSpace;
in vec3 pos;
+in vec3 reflPos;
in vec3 refrPos;
in float refrProb;
in vec2 uv;
@@ -18,12 +19,16 @@ uniform float red = 1.0;
uniform float green = 1.0;
uniform float blue = 1.0;
uniform float alpha = 1.0;
+//layout(binding = 0) uniform sampler2D groundSampler;
+//layout(binding = 1) uniform sampler2D skySampler;
uniform sampler2D groundSampler;
uniform sampler2D skySampler;
uniform vec2 widthBounds;
uniform vec2 lengthBounds;
//uniform float test = 0;
+// Random methods from https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
+
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
@@ -63,6 +68,8 @@ void main() {
// fragColor = vec4(fragColor.x, 0.f, fragColor.z, 1.f);
// fragColor = vec4(test, test, test, 1.f);
vec2 refrUV = uvFromWorldPoint(refrPos);
+ vec2 reflUV = uvFromWorldPoint(reflPos);
+
float waterMurkiness = 0.002f; // TODO: Make uniform
vec3 waterVolumeColor = vec3(red * 0.1f, green * 0.2f, blue * 0.2f);
float murkDiffuse = 0.3f;
@@ -79,6 +86,7 @@ void main() {
vec4 transmissive = texture(groundSampler, vec2(refrUVBlurry));
vec4 murk = (vec4(waterVolumeColor * d * murkDiffuse + waterVolumeColor * murkAmbient, 1.0f));
+ vec4 skyRefl = texture(skySampler, vec2(reflUV));
// refrProb *= beerAtt;
fragColor = 0.75f * diffuse; // Diffuse
@@ -87,6 +95,9 @@ void main() {
fragColor = vec4(red * .2f, green * .2f, blue * .2f,1.f);
fragColor += 1.f * specular; // Specular TODO: Pass multiplications as uniforms.
fragColor = clamp(fragColor, 0.f, 1.f); // Clamp
+ fragColor += 0.2f * skyRefl * vec4(0.8f, 0.9f, 1.f, 1.f);
+ fragColor = clamp(fragColor, 0.f, 1.f); // Clamp
+
fragColor *= ((1 - refrProb) / 1.f);
vec4 volumetric = beerAtt * transmissive;