uniform sampler2D texture; uniform sampler2D noiseTexture; 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); float pnoise(vec2 P){ vec2 uv = P; uv *= 0.025; uv -= floor(uv); return texture2D(noiseTexture, uv).x; } 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); 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); 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); 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, 0.0); frag += mix(vec4(waterColor1.rgb, 1.0), vec4(waterColor2.rgb, 1.0), noise2) + vec4(vec3(mix(p2, 1.0, textureColor.r)) * waterColor3.rgb, 0.0); frag.a = clamp(frag.a / 2.0, 0.0, 1.0); frag.rgb = clamp(frag.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 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); }