forked from xtdrone/XTDrone
58 lines
1.9 KiB
GLSL
58 lines
1.9 KiB
GLSL
// Copyright (c) 2016 The UUV Simulator Authors.
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// All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Input parameters
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uniform sampler2D bumpMap;
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uniform samplerCube cubeMap;
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uniform vec4 deepColor;
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uniform vec4 shallowColor;
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uniform float fresnelPower;
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uniform float hdrMultiplier;
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// Input computed in vertex shader
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varying mat3 rotMatrix;
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varying vec3 eyeVec;
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varying vec2 bumpCoord;
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void main(void)
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{
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// Apply bump mapping to normal vector to make waves look more detailed:
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vec4 bump = texture2D(bumpMap, bumpCoord)*2.0 - 1.0;
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vec3 N = normalize(rotMatrix * bump.xyz);
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// Reflected ray:
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vec3 E = normalize(eyeVec);
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vec3 R = reflect(E, N);
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// Gazebo requires rotated cube map lookup.
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R = vec3(R.x, R.z, R.y);
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// Get environment color of reflected ray:
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vec4 envColor = textureCube(cubeMap, R, 0.0);
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// Cheap hdr effect:
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envColor.rgb *= (envColor.r+envColor.g+envColor.b)*hdrMultiplier;
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// Compute refraction ratio (Fresnel):
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float facing = 1.0 - dot(-E, N);
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float refractionRatio = clamp(pow(facing, fresnelPower), 0.0, 1.0);
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// Refracted ray only considers deep and shallow water colors:
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vec4 waterColor = mix(shallowColor, deepColor, facing);
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// Perform linear interpolation between reflection and refraction.
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vec4 color = mix(waterColor, envColor, refractionRatio);
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gl_FragColor = vec4(color.xyz, 0.9);
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}
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