I'm trying to apply water shader that i find on shadertoy, but by the lack of knowledge in this it's obviously not work. maybe someone can explain what i've done wrong and how to make it work? here is fragment shader:
uniform float time; varying vec2 vUv; /* "Seascape" by Alexander Alekseev aka TDM - 2014 License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. Contact: tdmaav@gmail.com */ const int NUM_STEPS = 8; const float PI = 3.1415; const float EPSILON = 1e-3; float EPSILON_NRM = 0.1 / 800; // sea const int ITER_GEOMETRY = 3; const int ITER_FRAGMENT = 5; const float SEA_HEIGHT = 0.6; const float SEA_CHOPPY = 4.0; const float SEA_SPEED = 0.8; const float SEA_FREQ = 0.16; const vec3 SEA_BASE = vec3(0.1,0.19,0.22); const vec3 SEA_WATER_COLOR = vec3(0.8,0.9,0.6); float SEA_TIME = time * SEA_SPEED; mat2 octave_m = mat2(1.6,1.2,-1.2,1.6); // math mat3 fromEuler(vec3 ang) { vec2 a1 = vec2(sin(ang.x),cos(ang.x)); vec2 a2 = vec2(sin(ang.y),cos(ang.y)); vec2 a3 = vec2(sin(ang.z),cos(ang.z)); mat3 m; 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); m[1] = vec3(-a2.y*a1.x,a1.y*a2.y,a2.x); 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); return m; } float hash( vec2 p ) { float h = dot(p,vec2(127.1,311.7)); return fract(sin(h)*43758.5453123); } float noise( in vec2 p ) { vec2 i = floor( p ); vec2 f = fract( p ); vec2 u = f*f*(3.0-2.0*f); return -1.0+2.0*mix( mix( hash( i + vec2(0.0,0.0) ), hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), hash( i + vec2(1.0,1.0) ), u.x), u.y); } // lighting float diffuse(vec3 n,vec3 l,float p) { return pow(dot(n,l) * 0.4 + 0.6,p); } float specular(vec3 n,vec3 l,vec3 e,float s) { float nrm = (s + 8.0) / (3.1415 * 8.0); return pow(max(dot(reflect(e,n),l),0.0),s) * nrm; } // sky vec3 getSkyColor(vec3 e) { e.y = max(e.y,0.0); vec3 ret; ret.x = pow(1.0-e.y,2.0); ret.y = 1.0-e.y; ret.z = 0.6+(1.0-e.y)*0.4; return ret; } // sea float sea_octave(vec2 uv, float choppy) { uv += noise(uv); vec2 wv = 1.0-abs(sin(uv)); vec2 swv = abs(cos(uv)); wv = mix(wv,swv,wv); return pow(1.0-pow(wv.x * wv.y,0.65),choppy); } float map(vec3 p) { float freq = SEA_FREQ; float amp = SEA_HEIGHT; float choppy = SEA_CHOPPY; vec2 uv = p.xz; uv.x *= 0.75; float d, h = 0.0; for(int i = 0; i < ITER_GEOMETRY; i++) { d = sea_octave((uv+SEA_TIME)*freq,choppy); d += sea_octave((uv-SEA_TIME)*freq,choppy); h += d * amp; uv *= octave_m; freq *= 1.9; amp *= 0.22; choppy = mix(choppy,1.0,0.2); } return p.y - h; } float map_detailed(vec3 p) { float freq = SEA_FREQ; float amp = SEA_HEIGHT; float choppy = SEA_CHOPPY; vec2 uv = p.xz; uv.x *= 0.75; float d, h = 0.0; for(int i = 0; i < ITER_FRAGMENT; i++) { d = sea_octave((uv+SEA_TIME)*freq,choppy); d += sea_octave((uv-SEA_TIME)*freq,choppy); h += d * amp; uv *= octave_m; freq *= 1.9; amp *= 0.22; choppy = mix(choppy,1.0,0.2); } return p.y - h; } vec3 getSeaColor(vec3 p, vec3 n, vec3 l, vec3 eye, vec3 dist) { float fresnel = 1.0 - max(dot(n,-eye),0.0); fresnel = pow(fresnel,3.0) * 0.65; vec3 reflected = getSkyColor(reflect(eye,n)); vec3 refracted = SEA_BASE + diffuse(n,l,80.0) * SEA_WATER_COLOR * 0.12; vec3 color = mix(refracted,reflected,fresnel); float atten = max(1.0 - dot(dist,dist) * 0.001, 0.0); color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten; color += vec3(specular(n,l,eye,60.0)); return color; } // tracing vec3 getNormal(vec3 p, float eps) { vec3 n; n.y = map_detailed(p); n.x = map_detailed(vec3(p.x+eps,p.y,p.z)) - n.y; n.z = map_detailed(vec3(p.x,p.y,p.z+eps)) - n.y; n.y = eps; return normalize(n); } float heightMapTracing(vec3 ori, vec3 dir, out vec3 p) { float tm = 0.0; float tx = 1000.0; float hx = map(ori + dir * tx); if(hx > 0.0) return tx; float hm = map(ori + dir * tm); float tmid = 0.0; for(int i = 0; i < NUM_STEPS; i++) { tmid = mix(tm,tx, hm/(hm-hx)); p = ori + dir * tmid; float hmid = map(p); if(hmid < 0.0) { tx = tmid; hx = hmid; } else { tm = tmid; hm = hmid; } } return tmid; } // main void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float ttime = time * 0.3; // ray vec3 ang = vec3(sin(ttime*3.0)*0.1,sin(ttime)*0.2+0.3,ttime); vec3 ori = vec3(0.0,3.5,ttime*5.0); vec3 dir = normalize(vec3(vUv.xy,-2.0)); dir.z += length(vUv) * 0.15; dir = normalize(dir) * fromEuler(ang); // tracing vec3 p; heightMapTracing(ori,dir,p); vec3 dist = p - ori; vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM); vec3 light = normalize(vec3(0.0,1.0,0.8)); // color vec3 color = mix( getSkyColor(dir), getSeaColor(p,n,light,dir,dist), pow(smoothstep(0.0,-0.05,dir.y),0.3)); // post fragColor = vec4(pow(color,vec3(0.75)), 1.0); } void main(){ vec4 color = vec4(0.0,0.0,0.0,1.0); mainImage( color, gl_FragCoord.xy ); color.w = 1.0; gl_FragColor = color; }
Original shader is here - https://www.shadertoy.com/view/Ms2SD1