diff options
| author | Matt Kosarek <matt.kosarek@canonical.com> | 2026-07-08 09:07:55 -0400 |
|---|---|---|
| committer | Matt Kosarek <matt.kosarek@canonical.com> | 2026-07-08 09:07:55 -0400 |
| commit | c8938fe29132a11126013ed1b010c3092f5645e4 (patch) | |
| tree | f6a6cd0603f25d51c08e302cc4342c28f9e10806 /themes/src/_shaders/water.frag | |
| parent | 418396ee5100eda8f6bc036ea35dbbe44db2f91a (diff) | |
feature: improved summer scene
Diffstat (limited to 'themes/src/_shaders/water.frag')
| -rw-r--r-- | themes/src/_shaders/water.frag | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/themes/src/_shaders/water.frag b/themes/src/_shaders/water.frag new file mode 100644 index 0000000..0ceffeb --- /dev/null +++ b/themes/src/_shaders/water.frag @@ -0,0 +1,63 @@ +precision highp float; + +varying vec3 vWorldPos; +varying vec3 vNormal; + +uniform vec3 cameraPos; +uniform vec3 sunDir; // normalized direction from the water toward the sun +uniform vec3 sunColor; +uniform float time; + +float hash(vec2 p) { + p = fract(p * vec2(123.34, 456.21)); + p += dot(p, p + 45.32); + return fract(p.x * p.y); +} + +float valueNoise(vec2 p) { + vec2 i = floor(p); + vec2 f = fract(p); + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); +} + +void main() { + vec3 N = normalize(vNormal); + vec3 V = normalize(cameraPos - vWorldPos); + + // Fresnel (Schlick). + float f0 = 0.02; + float fres = f0 + (1.0 - f0) * pow(1.0 - max(dot(N, V), 0.0), 5.0); + + // Refraction: depth-tinted water body, wobbled by the surface normal. + float depth01 = clamp((vWorldPos.z + 350.0) / 400.0, 0.0, 1.0); + float wob = (N.x + N.z) * 0.5; + vec3 shallow = vec3(0.10, 0.55, 0.60); + vec3 deep = vec3(0.02, 0.14, 0.28); + vec3 refractCol = mix(shallow, deep, clamp(depth01 + wob * 0.15, 0.0, 1.0)); + + // Reflection: sky gradient + reflected sun glow + broken-up specular glitter. + vec3 R = reflect(-V, N); + vec3 skyHorizon = vec3(0.80, 0.88, 0.98); + vec3 skyTop = vec3(0.30, 0.55, 0.95); + float skyT = clamp(R.y * 2.0, 0.0, 1.0); + vec3 reflectCol = mix(skyHorizon, skyTop, skyT); + + float sunAmt = max(dot(R, sunDir), 0.0); + reflectCol += sunColor * pow(sunAmt, 8.0) * 0.6; + float sparkle = valueNoise(vWorldPos.xz * 0.5 + vec2(time * 1.3, time * 0.7)); + float spec = pow(sunAmt, 200.0) * smoothstep(0.55, 0.9, sparkle); + reflectCol += sunColor * spec * 4.0; + + vec3 color = mix(refractCol, reflectCol, fres); + + // Horizon haze: hide the far straight edge of the plane by fading to sky. + float horizonFade = clamp((vWorldPos.z + 350.0) / 90.0, 0.0, 1.0); + color = mix(skyHorizon, color, horizonFade); + + gl_FragColor = vec4(color, 1.0); // opaque -> occludes the sun below the waterline +} |
