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-rw-r--r--resources/shaders/foam.frag30
1 files changed, 25 insertions, 5 deletions
diff --git a/resources/shaders/foam.frag b/resources/shaders/foam.frag
index 86403d8..91ce3b9 100644
--- a/resources/shaders/foam.frag
+++ b/resources/shaders/foam.frag
@@ -1,22 +1,27 @@
#version 330 core
-in vec4 saturation_const;
+in vec2 constants;
in vec2 dir;
in vec2 tex;
in vec3 pos;
uniform float time;
+uniform float phaseC; // phase constant
+
uniform sampler2D halftone_texture;
+uniform sampler2D foam_texture;
+
uniform vec2 widthBounds;
uniform vec2 lengthBounds;
out vec4 fragColor;
float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){
+ //k = normalize(k);
float result = dot(k, xzPos) * 3.14f / adjWaveLength;
result = result + phaseC*time*.5f;
- result = -tan(result) + 1.57f;
+ result = -tan(result + 1.57f);
result = exp(result) / 4.f;
return result;
@@ -26,8 +31,23 @@ float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){
void main() {
- //float saturation = getSaturation(saturation_const[0], saturation_const[1],saturation_const[2],saturation_const[3]);
- vec4 color = texture(halftone_texture, tex);
+ float height = pos.y;
+ float saturation = getSaturation(dir, vec2(pos.x,pos.z), 100.f, constants[0]);
+ vec4 m_uv = texture(halftone_texture, tex);
+ float m_threshold = m_uv.r * m_uv.g * m_uv.b;
+
+ // final rgba color at x,z pos
+ vec4 h = vec4(0,0,1,1);
+ if (saturation > m_threshold) h = vec4(vec3(m_threshold), 1);
+
+ // add fading effect to bubble popping
+ vec4 g = clamp(.5*saturation - m_threshold, 0, 1) * h;
+
+ // apply foam texture
+ vec4 foam = texture(foam_texture, tex);
+ vec4 j = vec4(0,0,0,1);
+ if (saturation > m_threshold) j = vec4(vec3(g*foam), 1);
+
- fragColor = vec4(vec3(color), 1);
+ fragColor = vec4(vec3(saturation), 1);
}