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-rw-r--r--resources/shaders/foam.frag18
-rw-r--r--resources/shaders/foam.vert8
2 files changed, 23 insertions, 3 deletions
diff --git a/resources/shaders/foam.frag b/resources/shaders/foam.frag
index d6d1cab..53248ac 100644
--- a/resources/shaders/foam.frag
+++ b/resources/shaders/foam.frag
@@ -4,6 +4,8 @@ in vec2 constants;
in vec2 dir;
in vec2 tex;
in vec3 pos;
+in vec3 norm;
+in vec3 camera_worldSpace;
uniform float time;
@@ -15,6 +17,9 @@ uniform sampler2D foam_texture;
uniform vec2 widthBounds;
uniform vec2 lengthBounds;
+uniform vec4 sunColor = vec4(1.5f, .7, .39f, 1.f);
+uniform vec3 lightDir = -normalize(vec3(1, 0, -1));
+
out vec4 fragColor;
float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){
@@ -45,8 +50,19 @@ void main() {
// apply foam texture
vec4 foam = texture(foam_texture, tex + time*.0003);
+
+ vec4 lightFromSun = vec4(1.f, 1.f, 1.f, 1.f);
+ vec4 foamAmbient = vec4(.5f, .5f, .5f, 1.f);
+
+ vec3 reflectedLight = lightDir - 2 * dot(lightDir, norm) * norm;
+ vec3 posToCam = normalize(camera_worldSpace - pos);
+ float spec = pow(clamp(dot(posToCam, reflectedLight), 0, 1), 2.f);
+
+ float diffuseComp = dot(normalize(norm), lightDir);
+ lightFromSun = vec4(vec3(diffuseComp * sunColor), 1.f);
+
vec4 j = vec4(0,0,0,0);
- if (saturation > m_threshold) j = g*foam;
+ if (saturation > m_threshold) j = g * foam * (lightFromSun + foamAmbient + spec * .6f);
fragColor = j;
diff --git a/resources/shaders/foam.vert b/resources/shaders/foam.vert
index f27c589..4d7f075 100644
--- a/resources/shaders/foam.vert
+++ b/resources/shaders/foam.vert
@@ -2,7 +2,7 @@
layout(location = 0) in vec3 position; // Position of the vertex
layout(location = 1) in vec3 wavelength; // wavelenth adjusted for ocean depth
-layout(location = 2) in vec3 wavedirs; // wavelenth adjusted for ocean depth
+layout(location = 2) in vec3 normals; // normals
//layout(location = 2) in vec2 direction; // wave slope
//layout(location = 3) in vec2 texCoords; // texture coords
@@ -13,6 +13,8 @@ out vec2 constants;
out vec2 dir;
out vec2 tex;
out vec3 pos;
+out vec3 norm;
+out vec3 camera_worldSpace;
@@ -45,11 +47,13 @@ vec2 calculateTexCoord(vec3 pos){
}
void main() {
- dir = vec2(wavedirs[0],wavedirs[1]);
+// dir = vec2(wavedirs[0],wavedirs[1]);
constants = vec2(wavelength[0], phaseC);
gl_Position = proj * view * model * vec4(position, 1);
pos = vec3(gl_Position);
+ norm = normalize(normals);
+ camera_worldSpace = vec3(inverseView * vec4(0.f, 0.f, 0.f, 1.f));
tex = calculateTexCoord(position);