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  1. #version 430
  2.  
  3. in vec4 vPosition;
  4. in vec4 vNormal;
  5. in vec2 vCoords;
  6.  
  7. uniform mat4 World;
  8. uniform vec3 SunPos = vec3(0,1000,7200);
  9. uniform float elapsedTime;
  10.  
  11. uniform samplerCube skybox;
  12.  
  13. vec4 mod289(vec4 x)
  14. {
  15.     return x - floor(x * (1.0 / 289.0)) * 289.0;
  16. }
  17.  
  18. vec4 permute(vec4 x)
  19. {
  20.     return mod289(((x*34.0)+1.0)*x);
  21. }
  22.  
  23. vec4 taylorInvSqrt(vec4 r)
  24. {
  25.     return 1.79284291400159 - 0.85373472095314 * r;
  26. }
  27.  
  28. vec2 fade(vec2 t)
  29. {
  30.     return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 );
  31. }
  32.  
  33. float cnoise(vec2 P, vec2 rep)
  34. {
  35.     vec4 Pi = floor(P.xyxy) + vec4(0.0,0.0,1.0,1.0);
  36.     vec4 Pf = fract(P.xyxy) - vec4(0.0,0.0,1.0,1.0);
  37.     Pi = mod(Pi, rep.xyxy);  // To create noise with explicit period
  38.     Pi = mod289(Pi);         // To avoid truncation effects in permutation
  39.     vec4 ix = Pi.xzxz;
  40.     vec4 iy = Pi.yyww;
  41.     vec4 fx = Pf.xzxz;
  42.     vec4 fy = Pf.yyww;
  43.  
  44.     vec4 i = permute( permute(ix) + iy );
  45.  
  46.     vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0;
  47.     vec4 gy = abs(gx) - 0.5;
  48.     vec4 tx = floor(gx + 0.5);
  49.     gx = gx - tx;
  50.  
  51.     vec2 g00 = vec2(gx.x, gy.x);
  52.     vec2 g10 = vec2(gx.y, gy.y);
  53.     vec2 g01 = vec2(gx.z, gy.z);
  54.     vec2 g11 = vec2(gx.w, gy.w);
  55.  
  56.     vec4 norm = taylorInvSqrt( vec4(dot(g00,g00), dot(g01,g01), dot(g10,g10), dot(g11,g11) ) );
  57.     g00 *= norm.x;
  58.     g01 *= norm.y;
  59.     g10 *= norm.z;
  60.     g11 *= norm.w;
  61.  
  62.     float n00 = dot(g00, vec2(fx.x, fy.x));
  63.     float n10 = dot(g10, vec2(fx.y, fy.y));
  64.     float n01 = dot(g01, vec2(fx.z, fy.z));
  65.     float n11 = dot(g11, vec2(fx.w, fy.w));
  66.  
  67.     vec2 fade_xy = fade(Pf.xy);
  68.     vec2 n_x = mix(vec2(n00,n01), vec2(n10, n11), fade_xy.x);
  69.     float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
  70.     return 2.3 * n_xy;
  71. }
  72.  
  73. float cnoise(vec2 P)
  74. {
  75.     vec4 Pi = floor(P.xyxy) + vec4(0.0,0.0,1.0,1.0);
  76.     vec4 Pf = fract(P.xyxy) - vec4(0.0,0.0,1.0,1.0);
  77.     Pi = mod289(Pi);         // To avoid truncation effects in permutation
  78.     vec4 ix = Pi.xzxz;
  79.     vec4 iy = Pi.yyww;
  80.     vec4 fx = Pf.xzxz;
  81.     vec4 fy = Pf.yyww;
  82.  
  83.     vec4 i = permute( permute(ix) + iy );
  84.  
  85.     vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0;
  86.     vec4 gy = abs(gx) - 0.5;
  87.     vec4 tx = floor(gx + 0.5);
  88.     gx = gx - tx;
  89.  
  90.     vec2 g00 = vec2(gx.x, gy.x);
  91.     vec2 g10 = vec2(gx.y, gy.y);
  92.     vec2 g01 = vec2(gx.z, gy.z);
  93.     vec2 g11 = vec2(gx.w, gy.w);
  94.  
  95.     vec4 norm = taylorInvSqrt( vec4(dot(g00,g00), dot(g01,g01), dot(g10,g10), dot(g11,g11) ) );
  96.     g00 *= norm.x;
  97.     g01 *= norm.y;
  98.     g10 *= norm.z;
  99.     g11 *= norm.w;
  100.  
  101.     float n00 = dot(g00, vec2(fx.x, fy.x));
  102.     float n10 = dot(g10, vec2(fx.y, fy.y));
  103.     float n01 = dot(g01, vec2(fx.z, fy.z));
  104.     float n11 = dot(g11, vec2(fx.w, fy.w));
  105.  
  106.     vec2 fade_xy = fade(Pf.xy);
  107.     vec2 n_x = mix(vec2(n00,n01), vec2(n10, n11), fade_xy.x);
  108.     float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
  109.     return 2.3 * n_xy;
  110. }
  111.  
  112. float fbm(vec2 P, float lacunarity, float gain)
  113. {
  114.     float sum = 0.0;
  115.     float amp = 0.3;
  116.     vec2 pp = P;
  117.     const int octaves = 4;
  118.     int i;
  119.  
  120.     for(i = 0; i < octaves; i+=1)
  121.     {
  122.         amp *= gain;
  123.         sum += amp * cnoise(pp);
  124.         pp *= lacunarity;
  125.     }
  126.     return sum;
  127. }
  128.  
  129. float pattern( in vec2 p, out vec2 q, out vec2 r , in float time)
  130. {
  131.     float l = 4.3;
  132.     float g = 0.4;
  133.    
  134.     q.x = fbm( p + vec2(time,time),l,g);
  135.     q.y = fbm( p + vec2(5.2*time,1.3*time),l,g);
  136.      
  137.     r.x = fbm( p + 4.0*q + vec2(1.7,9.2),l,g);
  138.     r.y = fbm( p + 4.0*q + vec2(8.3,2.8),l,g);
  139.      
  140.      
  141.     // NOTE:: g pretty much controls the height/intensity of the
  142.     // water - thus around environments that'd be great.
  143.     //  - slow movement
  144.     return fbm( q + 4.0*r,l,g);
  145. }
  146.  
  147. float pattern2( in vec2 p, out vec2 q, out vec2 r , in float time)
  148. {
  149.     float l = 1.3;
  150.     float g = 2.4;
  151.      
  152.     q.x = fbm( p + vec2(time,time),l,g);
  153.     q.y = fbm( p + vec2(5.2*time,8.3*time),l,g);
  154.    
  155.     r.x = cnoise( p + 4.0*q + vec2(1.7,9.2));
  156.     r.y = cnoise( p + 4.0*q + vec2(8.3,2.8));
  157.      
  158.     return fbm( q + 4.0*r,l,g);
  159. }
  160.  
  161. void main()
  162. {
  163.     vec3 I = vec3(normalize(vPosition.xyz - World[3].xyz));
  164.     vec3 R = vec3(reflect(I, normalize(vNormal.xyz))); 
  165.    
  166.     vec2 qq = vec2(0), rep = vec2(0), p = (-vPosition.xz/100);
  167.    
  168.     float perlin = pattern(p,qq,rep,elapsedTime*0.25);
  169.     vec4 greenyBlue = texture(skybox, R) * vec4(0.584313, 0.709, 0.709, 1);
  170.        
  171.     vec4 finalColour = (greenyBlue.rgb+texture(skybox,R).rgb) * perlin;
  172.     finalColour.rgb += finalColour.rgb + (1 - perlin) * greenyBlue.rgb;
  173.     finalColour.rgb += ((vec3(specularity)*vec3(1, 0.75, 0.65)));
  174.     finalColour.a = 0.6;
  175.        
  176.     gl_FragColor = finalColour;
  177. }