86 lines
No EOL
2.8 KiB
Text
86 lines
No EOL
2.8 KiB
Text
#version 330
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const float PI = 3.1415926535897932384626433832795;
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const float waveLength = 20.0;
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const float waveAmplitude = 1.0;
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const float specularReflectivity = 0.4;
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const float shineDamper = 20.0;
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layout(location = 0) in vec2 in_position;
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layout(location = 1) in vec4 in_indicators;
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out vec4 pass_clipSpaceGrid;
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out vec4 pass_clipSpaceReal;
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out vec3 pass_normal;
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out vec3 pass_toCameraVector;
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out vec3 pass_specular;
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out vec3 pass_diffuse;
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uniform float height;
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uniform vec3 cameraPos;
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uniform float waveTime;
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uniform vec3 lightDirection;
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uniform vec3 lightColour;
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uniform vec2 lightBias;
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uniform mat4 projectionViewMatrix;
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vec3 calcSpecularLighting(vec3 toCamVector, vec3 toLightVector, vec3 normal){
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vec3 reflectedLightDirection = reflect(-toLightVector, normal);
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float specularFactor = dot(reflectedLightDirection , toCamVector);
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specularFactor = max(specularFactor,0.0);
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specularFactor = pow(specularFactor, shineDamper);
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return specularFactor * specularReflectivity * lightColour;
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}
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vec3 calculateDiffuseLighting(vec3 toLightVector, vec3 normal){
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float brightness = max(dot(toLightVector, normal), 0.0);
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return (lightColour * lightBias.x) + (brightness * lightColour * lightBias.y);
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}
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vec3 calcNormal(vec3 vertex0, vec3 vertex1, vec3 vertex2){
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vec3 tangent = vertex1 - vertex0;
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vec3 bitangent = vertex2 - vertex0;
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return normalize(cross(tangent, bitangent));
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}
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float generateOffset(float x, float z){
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float radiansX = (x / waveLength + waveTime) * 2.0 * PI;
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float radiansZ = (z / waveLength + waveTime) * 2.0 * PI;
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return waveAmplitude * 0.5 * (sin(radiansZ) + cos(radiansX));
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}
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vec3 applyDistortion(vec3 vertex){
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float xDistortion = generateOffset(vertex.x, vertex.z);
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float yDistortion = generateOffset(vertex.x, vertex.z);
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float zDistortion = generateOffset(vertex.x, vertex.z);
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return vertex + vec3(xDistortion, yDistortion, zDistortion);
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}
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void main(void){
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vec3 currentVertex = vec3(in_position.x, height, in_position.y);
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vec3 vertex1 = currentVertex + vec3(in_indicators.x, 0.0, in_indicators.y);
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vec3 vertex2 = currentVertex + vec3(in_indicators.z, 0.0, in_indicators.w);
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pass_clipSpaceGrid = projectionViewMatrix * vec4(currentVertex, 1.0);
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currentVertex = applyDistortion(currentVertex);
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vertex1 = applyDistortion(vertex1);
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vertex2 = applyDistortion(vertex2);
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pass_normal = calcNormal(currentVertex, vertex1, vertex2);
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pass_clipSpaceReal = projectionViewMatrix * vec4(currentVertex, 1.0);
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gl_Position = pass_clipSpaceReal;
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pass_toCameraVector = normalize(cameraPos - currentVertex);
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vec3 toLightVector = -normalize(lightDirection);
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pass_specular = calcSpecularLighting(pass_toCameraVector, toLightVector, pass_normal);
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pass_diffuse = calculateDiffuseLighting(toLightVector, pass_normal);
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}
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// From https://github.com/TheThinMatrix/WaterStep10/blob/master/water/waterRendering/waterVertex.glsl |