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path: root/shaders/0ad/12.shader_test
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[require]
GLSL >= 1.10

[fragment shader]
#version 110

uniform vec3 ambient;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 cameraPos;
uniform sampler2D losMap;
uniform float shininess;		
uniform float specularStrength;	
uniform float waviness;			
uniform vec3 tint;				
uniform float murkiness;		
uniform vec3 reflectionTint;	
uniform float reflectionTintStrength;	
uniform vec3 color;				

uniform vec3 fogColor;
uniform vec2 fogParams;

uniform vec2 screenSize;
uniform float time;

varying vec3 worldPos;
varying float waterDepth;

uniform sampler2D normalMap;
uniform sampler2D normalMap2;


	uniform sampler2D reflectionMap;


	uniform sampler2D refractionMap;















































vec3 get_fog(vec3 color)
{
	float density = fogParams.x;
	float maxFog = fogParams.y;
	
	const float LOG2 = 1.442695;
	float z = gl_FragCoord.z / gl_FragCoord.w;
	float fogFactor = exp2(-density * density * z * z * LOG2);
	
	fogFactor = fogFactor * (1.0 - maxFog) + maxFog;
	
	fogFactor = clamp(fogFactor, 0.0, 1.0);
	
	return mix(fogColor, color, fogFactor);
}

void main()
{
	




	
  	vec3 n, l, h, v;		
	float ndotl, ndoth, ndotv;
	float fresnel;
	float t;				
	vec2 reflCoords, refrCoords;
	vec3 reflColor, refrColor, specular;
	float losMod;
	
	float wavyFactor = waviness * 0.125;

	
	vec3 ww = texture2D(normalMap, (gl_TexCoord[0].st) * mix(2.0,0.8,waviness/10.0) +gl_TexCoord[0].zw).xzy;

	
		vec3 ww2 = texture2D(normalMap2, (gl_TexCoord[0].st) * mix(2.0,0.8,waviness/10.0) +gl_TexCoord[0].zw).xzy;
		ww = mix(ww, ww2, mod(time * 60.0, 8.0) / 8.0);
	
		




			n = normalize(ww - vec3(0.5, 0.5, 0.5));
		
		n = mix(vec3(0.0,1.0,0.0),n,wavyFactor);
	


	
	l = -sunDir;
	v = normalize(cameraPos - worldPos);
	h = normalize(l + v);
	
	ndotl = (dot(n, l) + 1.0)/2.0;
	ndoth = dot(n, h);
	ndotv = dot(n, v);
	
	
	






























		float distoFactor = clamp((waterDepth/v.y)/4.0,0.0,7.0);
	
  	
	fresnel = pow(1.05 - ndotv, 1.3333); 
	
	



















		
	
		






			refrCoords = clamp( (0.5*gl_TexCoord[2].xy - n.xz * distoFactor) / gl_TexCoord[2].w + 0.5,0.0,1.0);	
			
			float perceivedDepth = waterDepth / v.y;
			vec3 refColor = texture2D(refractionMap, refrCoords).rgb;
			float luminance = (1.0 - clamp((perceivedDepth/mix(300.0,1.0, pow(murkiness,0.2) )), 0.0, 1.0));
			float colorExtinction = clamp(perceivedDepth*murkiness/5.0,0.0,1.0);
			refrColor = (0.5 + 0.5*ndotl) * mix(color,mix(refColor,refColor*tint,colorExtinction),luminance*luminance);
		
	










	
	



	
	
		reflCoords = clamp( (0.5*gl_TexCoord[1].xy + 10.0*n.xz) / gl_TexCoord[1].w + 0.5,0.0,1.0);	
		reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint, reflectionTintStrength);
	



	
	specular = pow(ndoth, shininess) * sunColor * specularStrength;
	
	losMod = texture2D(losMap, gl_TexCoord[3].st).a;
	losMod = losMod < 0.03 ? 0.0 : losMod;
	
	vec3 colour;
	








		


			colour = mix(refrColor + fresnel*specular, reflColor + fresnel*specular, fresnel);
		
	
	
	
		


			colour = mix(texture2D(refractionMap, (0.5*gl_TexCoord[2].xy) / gl_TexCoord[2].w + 0.5).rgb ,colour, clamp(perceivedDepth,0.0,1.0));
		
	
	
	gl_FragColor.rgb = get_fog(colour) * losMod;

	









		
		
		t = 30.0 * max(0.0, 0.9 - v.y);
		float alpha = clamp(0.15 * waterDepth * (1.2 + t + fresnel),0.0,1.0);
		


			gl_FragColor.a = alpha;
		
	
}

TIMER| common/setup.xml: 791.83 us
TIMER| common/styles.xml: 53.064 us
TIMER| common/sprite1.xml: 2.03779 ms
TIMER| common/icon_sprites.xml: 122.018 us
TIMER| common/common_sprites.xml: 1.89583 ms
TIMER| common/common_styles.xml: 205.949 us
TIMER| session/sprites.xml: 2.32971 ms
TIMER| session/setup.xml: 82.104 us
TIMER| session/styles.xml: 207.038 us
TIMER| session/session.xml: 69.6939 ms
TIMER| common/global.xml: 1.1758 ms
GAME STARTED, ALL INIT COMPLETE
Using Xcursor to sys_cursor_create 32 x 32 cursor

[vertex shader]
#version 110

uniform mat4 reflectionMatrix;
uniform mat4 refractionMatrix;
uniform mat4 losMatrix;
uniform mat4 shadowTransform;
uniform float repeatScale;
uniform vec2 translation;
uniform float waviness;			





uniform float time;
uniform float mapSize;

varying vec3 worldPos;
varying float waterDepth;



attribute vec3 a_vertex;
attribute vec4 a_encodedDepth;

void main()
{
	worldPos = a_vertex;
	waterDepth = dot(a_encodedDepth.xyz, vec3(255.0, -255.0, 1.0));
	
	gl_TexCoord[0] = vec4(a_vertex.xz*repeatScale,translation);
	gl_TexCoord[1] = reflectionMatrix * vec4(a_vertex, 1.0);		
	gl_TexCoord[2] = refractionMatrix * vec4(a_vertex, 1.0);
	gl_TexCoord[3] = losMatrix * vec4(a_vertex, 1.0);

	gl_TexCoord[3].zw = vec2(a_vertex.xz)/mapSize;
	
	





	
	gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0);
}