mkxp-sunshine/shader/tilemapWater.frag
2026-07-01 00:00:07 +03:00

67 lines
2.2 KiB
GLSL

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);
}