uniform sampler2D texture; uniform lowp vec4 tone; uniform lowp float opacity; uniform lowp vec4 color; uniform lowp vec4 modulate; uniform float bushDepth; uniform lowp float bushOpacity; uniform float uTime; varying vec2 v_texCoord; uniform vec2 texSizeInv; const vec3 lumaF = vec3(.299, .587, .114); const float WATER_DISTORTION = 0.75; 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 pnoise(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; } void main(){ vec2 uv = v_texCoord * texSizeInv * 8192.0; uv = floor(uv * 16.0) / 16.0; float noise = (pnoise(uv) + 1.0) / 2.0; vec2 uv1 = uv - vec2(uTime, uTime * 0.5 + 0.5) * 0.56; float noise1 = (pnoise(uv1 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise) + 1.0) / 2.0; float p = pow(noise1 + 0.02, 20.0); vec2 uv2 = uv - vec2(uTime - 1.5, -uTime * 0.5) * 0.24; float noise2 = (pnoise(uv2 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise) + 1.0) / 2.0; float p2 = pow(noise2 + 0.02, 20.0); vec4 frag = mix(vec4(color.r, color.g, color.b, 1.0) * color.a, vec4(color.r, color.g, color.b, 1.0) * tone.a, noise1) + vec4(p, p, p, 1.0) * tone; frag += mix(vec4(color.r, color.g, color.b, 1.0) * color.a, vec4(color.r, color.g, color.b, 1.0) * tone.a, noise2) + vec4(p2, p2, p2, 1.0) * tone; /* Apply opacity */ frag.a *= opacity; /* Apply modulation */ frag *= modulate; gl_FragColor = frag; }