#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 texture1; // water bump map uniform float xBlurDistance = 0.5 / 750; uniform float xWaveWidth = 0.1; uniform float xWaveHeight = 0.1; uniform float seconds; uniform vec2 iResolution; //uniform vec4 waterColor = vec4(0.8, 0.95, 1.0, 1.0); vec4 getAverageColor(sampler2D iTexture, vec2 uv, float power) { vec4 color = vec4(0); for (int x = -1; x < 2; x++) { for (int y = -1; y < 2; y++) { vec2 offset = vec2(x,y) / iResolution.xy * power; color += texture(iTexture, uv + offset); } } color /= 9.0; return color; } void main() { vec4 bumpColor = texture(texture1, fragTexCoord + sin(seconds / 2.0) / 20.0); bumpColor = (bumpColor + texture(texture1, fragTexCoord*1.5 + cos(seconds / 2.0) / 20.0)) * 0.5; vec2 samplePos = fragTexCoord; samplePos.x += (bumpColor.r - 0.5) * xWaveWidth * fragColor.r; samplePos.y += (bumpColor.g - 0.5) * xWaveHeight * fragColor.g; vec4 result = getAverageColor(texture0, samplePos, 0.7); result = result*colDiffuse*fragColor; finalColor = result; }