Water now blurred and looking kinda water like
This commit is contained in:
@@ -22,6 +22,7 @@ uniform vec3 La;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D LightingTexture;
|
||||
layout (binding=2) uniform sampler2D WaterTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
@@ -35,11 +36,12 @@ void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 WaterTexel = texture(WaterTexture, Input.TextureCoord);
|
||||
|
||||
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
|
||||
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
|
||||
//frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
|
||||
frag_Diffuse = DiffuseTexel + LightingTexel;
|
||||
frag_Diffuse = DiffuseTexel + LightingTexel + WaterTexel;
|
||||
//frag_Diffuse = DiffuseTexel;
|
||||
//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
|
||||
}
|
||||
+63
@@ -0,0 +1,63 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
uniform vec2 dir;
|
||||
uniform float res;
|
||||
uniform float radius;
|
||||
|
||||
layout (binding=0) uniform sampler2D WaterTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 frag_Diffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 WaterTexel = texture(WaterTexture, Input.TextureCoord);
|
||||
|
||||
vec4 sum = vec4(0.0);
|
||||
vec2 tc = Input.TextureCoord;
|
||||
|
||||
//How much blur, 1 = blur by one pixel.
|
||||
float blur = radius/res;
|
||||
|
||||
float hstep = dir.x;
|
||||
float vstep = dir.y;
|
||||
|
||||
//apply filter using a 9 tap filter with predefined gaussian weights
|
||||
|
||||
sum += texture(WaterTexture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162;
|
||||
sum += texture(WaterTexture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541;
|
||||
sum += texture(WaterTexture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216;
|
||||
sum += texture(WaterTexture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946;
|
||||
|
||||
sum += texture(WaterTexture, vec2(tc.x, tc.y)) * 0.2270270270;
|
||||
|
||||
sum += texture(WaterTexture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946;
|
||||
sum += texture(WaterTexture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216;
|
||||
sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
|
||||
sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
|
||||
|
||||
frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.3, 1.0, 1.0);
|
||||
}
|
||||
+34
@@ -0,0 +1,34 @@
|
||||
/*
|
||||
This file is part of Daydream Engine.
|
||||
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
|
||||
|
||||
Daydream Engine is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Daydream Engine is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License
|
||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
Reference in New Issue
Block a user