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Diffstat (limited to 'themes/src/_shaders/water.vert')
| -rw-r--r-- | themes/src/_shaders/water.vert | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/themes/src/_shaders/water.vert b/themes/src/_shaders/water.vert new file mode 100644 index 0000000..7121ab1 --- /dev/null +++ b/themes/src/_shaders/water.vert @@ -0,0 +1,63 @@ +precision highp float; + +attribute vec2 position; // local (x, z) on the plane + +uniform mat4 projection; +uniform mat4 view; +uniform mat4 model; +uniform float time; +uniform float amplitude; + +varying vec3 vWorldPos; +varying vec3 vNormal; + +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); +} + +// Irregular height: non-harmonic directional sines plus two octaves of +// scrolling value noise so it never reads as a single clean wave. +float waveHeight(vec2 p, float t) { + float h = 0.0; + h += 0.30 * sin(dot(p, vec2(0.90, 0.30)) * 0.35 + t * 1.1); + h += 0.20 * sin(dot(p, vec2(-0.40, 1.00)) * 0.55 - t * 1.7); + h += 0.12 * sin(dot(p, vec2(0.70, -0.80)) * 0.90 + t * 2.3); + h += 0.08 * sin(dot(p, vec2(1.00, 0.60)) * 1.60 - t * 3.1); + h += 0.18 * (valueNoise(p * 0.25 + vec2(t * 0.15, t * 0.10)) - 0.5); + h += 0.09 * (valueNoise(p * 0.70 - vec2(t * 0.20, 0.0)) - 0.5); + return h; +} + +void main() { + vec2 p = position; + float t = time; + + float h = waveHeight(p, t) * amplitude; + + // Analytic normal via central differences of the same height function. + float e = 2.0; + float hL = waveHeight(p - vec2(e, 0.0), t) * amplitude; + float hR = waveHeight(p + vec2(e, 0.0), t) * amplitude; + float hD = waveHeight(p - vec2(0.0, e), t) * amplitude; + float hU = waveHeight(p + vec2(0.0, e), t) * amplitude; + vec3 N = normalize(vec3(hL - hR, 2.0 * e, hD - hU)); + + vec4 worldPos = model * vec4(p.x, h, p.y, 1.0); + vWorldPos = worldPos.xyz; + vNormal = N; // model is translation-only, so no normal matrix needed + + gl_Position = projection * view * worldPos; +} |
