OAIP_Mirror/lab16 with raylib/resources/watershader.frag

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#version 330
in vec2 fragTexCoord; // Fragment input attribute: texture coordinate
in vec4 fragColor; // Fragment input attribute: color
out vec4 finalColor; // Fragment output: color
uniform sampler2D texture0; // Fragment input texture (always required, could be a white pixel)
uniform vec4 colDiffuse; // Fragment input color diffuse (multiplied by texture color)
// Custom variables
uniform sampler2D waterBumpMap;
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uniform float seconds;
uniform vec2 resolution;
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const float blurScale = 0.3;
const float waveWidth = 0.1;
const float waveHeight = 0.1;
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vec4 blur13(sampler2D image, vec2 uv, vec2 resolution, vec2 direction)
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{
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vec4 color = vec4(0.0);
vec2 off1 = vec2(1.411764705882353) * direction;
vec2 off2 = vec2(3.2941176470588234) * direction;
vec2 off3 = vec2(5.176470588235294) * direction;
color += texture(image, uv) * 0.1964825501511404;
color += texture(image, uv + (off1 / resolution)) * 0.2969069646728344;
color += texture(image, uv - (off1 / resolution)) * 0.2969069646728344;
color += texture(image, uv + (off2 / resolution)) * 0.09447039785044732;
color += texture(image, uv - (off2 / resolution)) * 0.09447039785044732;
color += texture(image, uv + (off3 / resolution)) * 0.010381362401148057;
color += texture(image, uv - (off3 / resolution)) * 0.010381362401148057;
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return color;
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}
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void main()
{
vec4 bumpColor = texture(waterBumpMap, fragTexCoord/5 + sin(seconds / 2.0) / 20.0);
bumpColor = (bumpColor + texture(waterBumpMap, fragTexCoord*1.5 + cos(seconds / 2.0) / 20.0)) * 0.5;
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vec2 samplePos = fragTexCoord;
samplePos.x += (bumpColor.r - 0.5) * waveWidth * fragColor.r;
samplePos.y += (bumpColor.g - 0.5) * waveHeight * fragColor.g;
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vec4 xBlur = blur13(texture0, samplePos, resolution, vec2(blurScale, 0));
vec4 yBlur = blur13(texture0, samplePos, resolution, vec2(0, blurScale));
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vec4 result = (xBlur + yBlur) * 0.5;
finalColor = result*colDiffuse*fragColor;
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}