mirror of
https://github.com/Kelsidavis/WoWee.git
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67 lines
1.8 KiB
Text
67 lines
1.8 KiB
Text
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#version 450
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layout(set = 0, binding = 0) uniform PerFrame {
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mat4 view;
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mat4 projection;
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mat4 lightSpaceMatrix;
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vec4 lightDir;
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vec4 lightColor;
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vec4 ambientColor;
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vec4 viewPos;
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vec4 fogColor;
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vec4 fogParams;
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vec4 shadowParams;
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};
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layout(push_constant) uniform Push {
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mat4 model;
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float waveAmp;
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float waveFreq;
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float waveSpeed;
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} push;
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layout(set = 1, binding = 0) uniform WaterMaterial {
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vec4 waterColor;
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float waterAlpha;
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float shimmerStrength;
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float alphaScale;
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};
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layout(location = 0) in vec3 FragPos;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec2 TexCoord;
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layout(location = 3) in float WaveOffset;
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layout(location = 0) out vec4 outColor;
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void main() {
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float time = fogParams.z;
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vec3 norm = normalize(Normal);
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vec3 viewDir = normalize(viewPos.xyz - FragPos);
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vec3 ldir = normalize(-lightDir.xyz);
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float diff = max(dot(norm, ldir), 0.0);
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vec3 halfDir = normalize(ldir + viewDir);
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float spec = pow(max(dot(norm, halfDir), 0.0), 128.0);
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float sparkle = sin(FragPos.x * 20.0 + time * 3.0) * sin(FragPos.z * 20.0 + time * 2.5);
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sparkle = max(0.0, sparkle) * shimmerStrength;
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vec3 color = waterColor.rgb * (ambientColor.rgb + diff * lightColor.rgb)
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+ spec * lightColor.rgb * 0.5
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+ sparkle * lightColor.rgb * 0.3;
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float crest = smoothstep(0.3, 1.0, WaveOffset) * 0.15;
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color += vec3(crest);
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float fresnel = pow(1.0 - max(dot(norm, viewDir), 0.0), 3.0);
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float alpha = mix(waterAlpha * 0.6, waterAlpha, fresnel) * alphaScale;
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float dist = length(viewPos.xyz - FragPos);
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alpha *= smoothstep(800.0, 200.0, dist);
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float fogFactor = clamp((fogParams.y - dist) / (fogParams.y - fogParams.x), 0.0, 1.0);
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color = mix(fogColor.rgb, color, fogFactor);
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outColor = vec4(color, alpha);
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}
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