Ocean island fragment shader.
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in vec3 | ifPos |
| | World space position.
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in vec3 | ifSrcPos |
| | World space position before waves perturbation.
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in vec3 | ifPrevPos |
| | World space position before small scale waves perturbation.
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uniform vec3 | camPos |
| | Camera world position.
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uniform vec2 | invTargetSize |
| | Destination framebuffer size.
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uniform float | time |
| | Elapsed time.
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uniform float | waterGridHalf |
| | Half-size of the water grid.
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uniform float | groundGridHalf |
| | Half-size of the terrain grid.
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uniform float | invTexelSize |
| | Size of a terrain map texel in world space.
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uniform float | invMapSize |
| | Inverse terrain map size.
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uniform bool | underwater |
| | Is the camera underwater.
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uniform bool | debugCol |
| | Use debug color instead of shading.
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uniform bool | distantProxy |
| | Are we currently rendering the distant proxy.
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uniform bool | useTerrain |
| | Is the terrain currently renderer (for shadows)
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| uniform uniform uniform Wave | waves [8] |
| | Gerstner waves. More...
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out vec4 | fragColor |
| | Water shading.
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out vec4 | fragWorldPos |
| | Ocean world position.
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◆ fresnelWater()
| float GPUShaders::Frag::Ocean_island::fresnelWater |
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float |
NdotV | ) |
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inline |
Evaluate Fresnel coefficient for air/water interface.
- Parameters
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| NdotV | angle difference between the surface normal and the view direction |
- Returns
- the Fresnel coefficient
◆ main()
| void GPUShaders::Frag::Ocean_island::main |
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inline |
Ocean shading, applying absorption, scattering, foam, waves shading.
◆ waves
| uniform uniform uniform Wave GPUShaders::Frag::Ocean_island::waves[8] |
Gerstner waves.
Gerstner waves parameters.
The documentation for this class was generated from the following file:
- resources/island/shaders/ocean_island.frag