#version 330 core in vec2 constants; in vec2 dir; in vec2 tex; in vec3 pos; in vec3 norm; in vec3 camera_worldSpace; uniform float time; uniform float phaseC; // phase constant uniform sampler2D halftone_texture; 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){ //k = normalize(k); float result = dot(k, xzPos) * 3.14f / adjWaveLength; result = result + phaseC*time*.5f; result = -tan(result + 1.57f); result = exp(result) / 20.f; return result; } void main() { float height = pos.y; float saturation = constants[0];//getSaturation(dir, vec2(pos.x, pos.z), 200.f, constants[0]); vec4 m_uv = texture(halftone_texture, tex*.6); float m_threshold = (m_uv.r + m_uv.g + m_uv.b) / 3; // final rgba color at x,z pos vec4 h = vec4(0,0,1,1); if (saturation > m_threshold) h = vec4(1,1,1, 1); // add fading effect to bubble popping vec4 g = clamp(saturation - m_threshold, 0, 1) * h; // 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 * (lightFromSun + foamAmbient + spec * .6f); fragColor = j; // fragColor = vec4(vec3(g), 1); // fragColor = vec4(vec3(saturation), 1); }