uniform sampler2D texture; uniform float uTime; uniform float aniIndex; varying vec2 v_texCoord; varying vec2 worldCoord; uniform vec2 texSizeInv; const float WATER_DISTORTION = 0.75; const float atAreaW = 96.0; const float atAreaH = 128.0*7.0; const float SpriteAreaH = 128.0; const float atAniOffset = 32.0*3.0; const vec2 AtlasSize = vec2(96.0, 128.0); 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(){ vec4 textureColor = texture2D(texture, v_texCoord); vec2 paletteUv = floor(v_texCoord / texSizeInv / AtlasSize) * AtlasSize; vec4 waterColor1 = texture2D(texture, (vec2(33.0, 1.0) + paletteUv) * texSizeInv) / 2.0; vec4 waterColor2 = texture2D(texture, (vec2(35.0, 1.0) + paletteUv) * texSizeInv) / 2.0; vec4 waterColor3 = texture2D(texture, (vec2(37.0, 1.0) + paletteUv) * texSizeInv) / 2.0; vec4 waterColorCheck = texture2D(texture, (vec2(33.0, 31.0) + paletteUv) * texSizeInv); vec2 uv = worldCoord / 16.0 * vec2(1.0, 4.0); uv = floor(uv * vec2(8.0, 2.0)) / vec2(8.0, 2.0); float noise = (pnoise(uv) + 1.0) / 2.0; float offsetTime = uTime + 100.0; vec2 uv1 = uv - vec2(offsetTime, offsetTime * 0.5 + 0.5) * 0.56; float noise1 = (pnoise(uv1 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise) + 1.0) / 2.0; float p = pow(noise1 + 0.2, 10.0); vec2 uv2 = uv - vec2(offsetTime - 1.5, -offsetTime * 0.5) * 0.24; float noise2 = (pnoise(uv2 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise) + 1.0) / 2.0; float p2 = pow(noise2 + 0.2, 10.0); vec4 frag = mix(vec4(waterColor1.rgb, 1.0), vec4(waterColor2.rgb, 1.0), noise1) + vec4(vec3(mix(p, 1.0, textureColor.r)) * waterColor3.rgb, 1.0); frag += mix(vec4(waterColor1.rgb, 1.0), vec4(waterColor2.rgb, 1.0), noise2) + vec4(vec3(mix(p2, 1.0, textureColor.r)) * waterColor3.rgb, 1.0); float isWater = float( waterColorCheck == vec4(1, 0, 0, 1) && abs(textureColor.r - textureColor.g) < 0.02 && abs(textureColor.g - textureColor.b) < 0.02 && textureColor.a > 0.05 && waterColor2.a > 0.05 ); gl_FragColor = mix(textureColor, frag, isWater); }