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-/*
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- * "Seascape" by Alexander Alekseev aka TDM - 2014
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- * Babylon.js integration by luaacro https://twitter.com/Luaacro
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- * License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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- * Contact: tdmaav@gmail.com
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- */
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-
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-// Uniforms
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-uniform sampler2D textureSampler;
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-uniform sampler2D positionSampler;
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-
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-#ifdef REFLECTION_ENABLED
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-uniform sampler2D reflectionSampler;
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-#endif
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-#ifdef REFRACTION_ENABLED
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-uniform sampler2D refractionSampler;
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-#endif
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-
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-uniform float time;
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-uniform vec2 resolution;
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-uniform vec3 cameraRotation;
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-uniform vec3 cameraPosition;
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-
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-// Varyings
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-varying vec2 vUV;
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-
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-// Constants
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-const int NUM_STEPS = 8;
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-const float PI = 3.141592;
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-const float EPSILON = 1e-3;
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-#define EPSILON_NRM (0.1 / resolution.x)
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-
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-// Sea
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-const int ITER_GEOMETRY = 8;
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-const int ITER_FRAGMENT = 5;
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-const float SEA_HEIGHT = 0.6;
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-const float SEA_CHOPPY = 4.0;
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-const float SEA_SPEED = 0.8;
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-const float SEA_FREQ = 0.16;
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-const vec3 SEA_BASE = vec3(0.1,0.19,0.22);
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-const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6);
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-#define SEA_TIME (1.0 + time * SEA_SPEED)
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-const mat2 octave_m = mat2(1.6,1.2,-1.2,1.6);
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-
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-// Math
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-mat3 fromEuler(vec3 ang)
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-{
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- vec2 a1 = vec2(sin(ang.x),cos(ang.x));
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- vec2 a2 = vec2(sin(ang.y),cos(ang.y));
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- vec2 a3 = vec2(sin(ang.z),cos(ang.z));
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- mat3 m;
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- m[0] = vec3(a1.y*a3.y+a1.x*a2.x*a3.x,a1.y*a2.x*a3.x+a3.y*a1.x,-a2.y*a3.x);
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- m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x);
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- m[2] = vec3(a3.y*a1.x*a2.x+a1.y*a3.x,a1.x*a3.x-a1.y*a3.y*a2.x,a2.y*a3.y);
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- return m;
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-}
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-
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-float hash( vec2 p )
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-{
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- float h = dot(p,vec2(127.1,311.7));
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- return fract(sin(h)*43758.5453123);
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-}
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-
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-float noise( in vec2 p )
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-{
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- vec2 i = floor( p );
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- vec2 f = fract( p );
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- vec2 u = f*f*(3.0-2.0*f);
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- return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ),
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- hash( i + vec2(1.0,0.0) ), u.x),
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- mix( hash( i + vec2(0.0,1.0) ),
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- hash( i + vec2(1.0,1.0) ), u.x), u.y);
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-}
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-
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-// Lighting
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-float diffuse(vec3 n,vec3 l,float p)
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-{
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- return pow(dot(n,l) * 0.4 + 0.6,p);
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-}
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-
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-float specular(vec3 n,vec3 l,vec3 e,float s)
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-{
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- float nrm = (s + 8.0) / (PI * 8.0);
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- return pow(max(dot(reflect(e,n),l),0.0),s) * nrm;
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-}
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-
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-// Sea
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-float sea_octave(vec2 uv, float choppy)
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-{
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- uv += noise(uv);
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- vec2 wv = 1.0-abs(sin(uv));
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- vec2 swv = abs(cos(uv));
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- wv = mix(wv,swv,wv);
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- return pow(1.0-pow(wv.x * wv.y,0.65),choppy);
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-}
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-
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-float map(vec3 p)
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-{
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- float freq = SEA_FREQ;
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- float amp = SEA_HEIGHT;
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- float choppy = SEA_CHOPPY;
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- vec2 uv = p.xz; uv.x *= 0.75;
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-
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- float d, h = 0.0;
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- for(int i = 0; i < ITER_GEOMETRY; i++)
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- {
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- d = sea_octave((uv+SEA_TIME)*freq,choppy);
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- d += sea_octave((uv-SEA_TIME)*freq,choppy);
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- h += d * amp;
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- uv *= octave_m; freq *= 1.9; amp *= 0.22;
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- choppy = mix(choppy,1.0,0.2);
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- }
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- return p.y - h;
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-}
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-
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-float map_detailed(vec3 p)
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-{
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- float freq = SEA_FREQ;
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- float amp = SEA_HEIGHT;
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- float choppy = SEA_CHOPPY;
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- vec2 uv = p.xz; uv.x *= 0.75;
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-
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- float d, h = 0.0;
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- for(int i = 0; i < ITER_FRAGMENT; i++)
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- {
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- d = sea_octave((uv+SEA_TIME)*freq,choppy);
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- d += sea_octave((uv-SEA_TIME)*freq,choppy);
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- h += d * amp;
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- uv *= octave_m; freq *= 1.9; amp *= 0.22;
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- choppy = mix(choppy,1.0,0.2);
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- }
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- return p.y - h;
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-}
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-
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-vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist)
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-{
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- float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0);
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- fresnel = pow(fresnel, 3.0) * 0.65;
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-
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- #if defined(REFLECTION_ENABLED) || defined(REFRACTION_ENABLED)
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- vec2 reflectionUv = vec2(vUV.x, vUV.y + normalize(n).y);
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- #endif
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-
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- #ifdef REFLECTION_ENABLED
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- vec3 reflected = texture2D(reflectionSampler, reflectionUv).rgb * (1.0 - fresnel);
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- #else
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- vec3 eyeNormal = reflect(eye, n);
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- eyeNormal.y = max(eyeNormal.y,0.0);
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- vec3 reflected = vec3(pow(1.0-eyeNormal.y,2.0), 1.0-eyeNormal.y, 0.6+(1.0-eyeNormal.y)*0.4);
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- #endif
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-
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- #ifdef REFRACTION_ENABLED
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- vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
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- refracted += (texture2D(refractionSampler, reflectionUv).rgb * fresnel);
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- #else
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- vec3 refracted = SEA_BASE + diffuse(n, l, 80.0) * SEA_WATER_COLOR * 0.12;
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- #endif
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-
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- vec3 color = mix(refracted, reflected, fresnel);
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-
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- float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0);
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- color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten;
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-
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- color += vec3(specular(n,l,eye,60.0));
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-
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- return color;
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-}
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-
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-// Tracing
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-vec3 getNormal(vec3 p, float eps)
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-{
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- vec3 n;
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- n.y = map_detailed(p);
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- n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y;
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- n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y;
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- n.y = eps;
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- return normalize(n);
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-}
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-
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-float heightMapTracing(vec3 ori, vec3 dir, out vec3 p)
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-{
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- float tm = 0.0;
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- float tx = 1000.0;
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- float hx = map(ori + dir * tx);
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- if(hx > 0.0) return tx;
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- float hm = map(ori + dir * tm);
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- float tmid = 0.0;
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- for(int i = 0; i < NUM_STEPS; i++)
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- {
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- tmid = mix(tm,tx, hm/(hm-hx));
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- p = ori + dir * tmid;
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- float hmid = map(p);
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- if(hmid < 0.0)
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- {
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- tx = tmid;
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- hx = hmid;
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- }
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- else
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- {
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- tm = tmid;
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- hm = hmid;
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- }
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- }
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- return tmid;
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-}
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-
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-// Main
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-void main()
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-{
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- #ifdef NOT_SUPPORTED
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- // Just work as a pass through
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- gl_FragColor = texture2D(textureSampler, vUV);
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- #else
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- vec2 uv = vUV;
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- uv = uv * 2.0 - 1.0;
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- uv.x *= resolution.x / resolution.y;
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-
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- // ray
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- vec3 ang = vec3(cameraRotation.z, cameraRotation.x, cameraRotation.y);
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- vec3 ori = vec3(cameraPosition.x, cameraPosition.y, -cameraPosition.z);
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-
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- vec3 dir = normalize(vec3(uv.xy, -3.0));
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- dir = normalize(dir) * fromEuler(ang);
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-
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- // Tracing
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- vec3 p;
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- heightMapTracing(ori, dir, p);
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- vec3 dist = p - ori;
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-
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- vec3 n = getNormal(p, dot(dist, dist) * EPSILON_NRM);
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- vec3 light = normalize(vec3(0.0, 1.0, 0.8));
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-
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- // Color
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- float seaFact = clamp(max(ori.y, 0.0), 0.0, 1.0);
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- vec3 position = texture2D(positionSampler, vUV).rgb;
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- vec3 baseColor = texture2D(textureSampler, vUV).rgb;
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-
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- vec3 color = baseColor;
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-
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- if (max(position.y, 0.0) < p.y)
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- {
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- // Sea above
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- color = mix(
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- baseColor,
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- getSeaColor(p, n, light, dir, dist),
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- pow(smoothstep(0.0, -0.05, dir.y), 0.3)
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- ) * seaFact;
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- }
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-
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- color = mix(
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- color,
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- baseColor * SEA_BASE + diffuse(n, n, 80.0) * SEA_WATER_COLOR * 0.12,
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- 1.0 - seaFact
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- );
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-
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- // post
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- gl_FragColor = vec4(pow(color, vec3(0.75)), 1.0);
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- #endif
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-}
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