#version 330 core 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 = exp(result) / 20.f; return result; } void main() { float height = pos.y; float saturation = getSaturation(dir, vec2(pos.x,pos.z), 100.f, 1.f); 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(1,1,1, 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*.3); vec4 j = vec4(22, 33, 54, 100)/255; if (saturation > m_threshold) j = vec4(vec3(g*foam), 1); // fragColor = vec4(vec3(saturation), 1); }