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30 lines
960 B
GLSL
30 lines
960 B
GLSL
// GLSL fragment shader
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varying vec3 eyeSpacePos;
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varying vec3 worldSpaceNormal;
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varying vec3 eyeSpaceNormal;
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uniform vec4 deepColor;
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uniform vec4 shallowColor;
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uniform vec4 skyColor;
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uniform vec3 lightDir;
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void main()
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{
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vec3 eyeVector = normalize(eyeSpacePos);
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vec3 eyeSpaceNormalVector = normalize(eyeSpaceNormal);
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vec3 worldSpaceNormalVector = normalize(worldSpaceNormal);
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float facing = max(0.0, dot(eyeSpaceNormalVector, -eyeVector));
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float fresnel = pow(1.0 - facing, 5.0); // Fresnel approximation
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float diffuse = max(0.0, dot(worldSpaceNormalVector, lightDir));
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// vec4 waterColor = mix(shallowColor, deepColor, facing);
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vec4 waterColor = deepColor;
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// gl_FragColor = gl_Color;
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// gl_FragColor = vec4(fresnel);
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// gl_FragColor = vec4(diffuse);
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// gl_FragColor = waterColor;
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// gl_FragColor = waterColor*diffuse;
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gl_FragColor = waterColor*diffuse + skyColor*fresnel;
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} |