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- ### fragment
- uniform cubemap reflect_map;
- uniform float power = 26.5;
- uniform float time_ratio = 0.8;
- uniform color water_color = vec4(0.24,0.45,0.24,1.0);
- uniform float mist = 0.4;
- uniform vec2 uv_inter = vec2(0.5,0.5);
- vec2 cen = UV - uv_inter; //vec2(0.5,0.5);
- float rTime = TIME*time_ratio;
- float d = length( cen ) * 2.0;
- float d2 = 1.0-d;
- float s = sin( power * d - rTime) * d2;
- float c = cos( power * d - rTime) * d2;
- NORMAL.x += c;
- NORMAL.y += s;
- NORMAL = normalize( NORMAL );
- //vec3 n_reflection = normalize(reflect(vec3(VAR1.x+cen.x,VAR1.z,VAR1.y+cen.y), NORMAL));
- vec3 n_reflection = normalize(reflect(vec3(VAR1.x,VAR1.y,VAR1.z), NORMAL));
- vec4 cor = texcube(reflect_map, n_reflection ); //vec3(cen.x,cen.y,0.54));
- cor.a = water_color.a;
- DIFFUSE_ALPHA = mix(water_color,cor,mist);
- //DIFFUSE = vec3(cor.r,cor.g,cor.b);// + vec4(1.0,1.0,1.0,1.0)*abs(s); //vec4(0.0,0.2,0.6,1.0);
- //DIFFUSE_ALPHA = mix(cor, vec4(1.0,1.0,1.0,1.0), abs(s)); //vec4(0.0,0.2,0.6,1.0)
- ### vertex
- //VAR1 = normalize(MODELVIEW_MATRIX * vec4(VERTEX.x,VERTEX.y,VERTEX.z,1.0)); //* vec4(0.0-1.0,0.0-1.0,0.0-1.0,0.0-1.0);//MODELVIEW_MATRIX.y;
- VAR1 = normalize(vec4(VERTEX.x,VERTEX.y,VERTEX.z,0.0) - INV_CAMERA_MATRIX.z);
- ### Light
- float NdotL = max(0.0,dot( NORMAL, LIGHT_DIR ));
- LIGHT = LIGHT_DIFFUSE * DIFFUSE * NdotL;
- if (NdotL > 0.0) {
- //vec3 half_vec = normalize(LIGHT_DIR + EYE_VEC);
- //float eye_light = max(dot(NORMAL, half_vec),0.0);
- //LIGHT+=LIGHT_SPECULAR * SPECULAR * pow( eye_light, SPECULAR_EXP );
- };
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