mkxp-sunshine/shader/water.frag
2026-06-22 16:58:57 +03:00

52 lines
1.3 KiB
GLSL

uniform sampler2D texture;
uniform sampler2D noiseTexture;
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;
float pnoise(vec2 P){
vec2 uv = P;
uv *= 0.025;
uv -= floor(uv);
return texture2D(noiseTexture, uv);
}
void main(){
vec2 uv = v_texCoord * texSizeInv * 8192.0;
uv = floor(uv * 16.0) / 16.0;
float noise = pnoise(uv);
vec2 uv1 = uv - vec2(uTime, uTime * 0.5 + 0.5) * 0.56;
float noise1 = pnoise(uv1 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise);
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);
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;
}