#version 430
in vec4 vPosition;
in vec4 vNormal;
in vec2 vCoords;
uniform mat4 World;
uniform vec3 SunPos = vec3(0,1000,7200);
uniform float elapsedTime;
uniform samplerCube skybox;
vec4 mod289(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x)
{
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec2 fade(vec2 t)
{
return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 );
}
float cnoise(vec2 P, vec2 rep)
{
vec4 Pi = floor(P.xyxy) + vec4(0.0,0.0,1.0,1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0,0.0,1.0,1.0);
Pi = mod(Pi, rep.xyxy); // To create noise with explicit period
Pi = mod289(Pi); // To avoid truncation effects in permutation
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute( permute(ix) + iy );
vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0;
vec4 gy = abs(gx) - 0.5;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x, gy.x);
vec2 g10 = vec2(gx.y, gy.y);
vec2 g01 = vec2(gx.z, gy.z);
vec2 g11 = vec2(gx.w, gy.w);
vec4 norm = taylorInvSqrt( vec4(dot(g00,g00), dot(g01,g01), dot(g10,g10), dot(g11,g11) ) );
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00,n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
float cnoise(vec2 P)
{
vec4 Pi = floor(P.xyxy) + vec4(0.0,0.0,1.0,1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0,0.0,1.0,1.0);
Pi = mod289(Pi); // To avoid truncation effects in permutation
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute( permute(ix) + iy );
vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0;
vec4 gy = abs(gx) - 0.5;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x, gy.x);
vec2 g10 = vec2(gx.y, gy.y);
vec2 g01 = vec2(gx.z, gy.z);
vec2 g11 = vec2(gx.w, gy.w);
vec4 norm = taylorInvSqrt( vec4(dot(g00,g00), dot(g01,g01), dot(g10,g10), dot(g11,g11) ) );
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00,n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
float fbm(vec2 P, float lacunarity, float gain)
{
float sum = 0.0;
float amp = 0.3;
vec2 pp = P;
const int octaves = 4;
int i;
for(i = 0; i < octaves; i+=1)
{
amp *= gain;
sum += amp * cnoise(pp);
pp *= lacunarity;
}
return sum;
}
float pattern( in vec2 p, out vec2 q, out vec2 r , in float time)
{
float l = 4.3;
float g = 0.4;
q.x = fbm( p + vec2(time,time),l,g);
q.y = fbm( p + vec2(5.2*time,1.3*time),l,g);
r.x = fbm( p + 4.0*q + vec2(1.7,9.2),l,g);
r.y = fbm( p + 4.0*q + vec2(8.3,2.8),l,g);
// NOTE:: g pretty much controls the height/intensity of the
// water - thus around environments that'd be great.
// - slow movement
return fbm( q + 4.0*r,l,g);
}
float pattern2( in vec2 p, out vec2 q, out vec2 r , in float time)
{
float l = 1.3;
float g = 2.4;
q.x = fbm( p + vec2(time,time),l,g);
q.y = fbm( p + vec2(5.2*time,8.3*time),l,g);
r.x = cnoise( p + 4.0*q + vec2(1.7,9.2));
r.y = cnoise( p + 4.0*q + vec2(8.3,2.8));
return fbm( q + 4.0*r,l,g);
}
void main()
{
vec3 I = vec3(normalize(vPosition.xyz - World[3].xyz));
vec3 R = vec3(reflect(I, normalize(vNormal.xyz)));
vec2 qq = vec2(0), rep = vec2(0), p = (-vPosition.xz/100);
float perlin = pattern(p,qq,rep,elapsedTime*0.25);
vec4 greenyBlue = texture(skybox, R) * vec4(0.584313, 0.709, 0.709, 1);
vec4 finalColour = (greenyBlue.rgb+texture(skybox,R).rgb) * perlin;
finalColour.rgb += finalColour.rgb + (1 - perlin) * greenyBlue.rgb;
finalColour.rgb += ((vec3(specularity)*vec3(1, 0.75, 0.65)));
finalColour.a = 0.6;
gl_FragColor = finalColour;
}