// still water: sky reflection with fresnel, sun glitter, scrolling ripple normals, absorption colour in vec3 v_wpos; out vec4 o_color; uniform mat4 u_view; uniform vec3 u_wade; // x, z, strength: a body standing in the water uniform sampler2D u_depth; // scene depth (resolved) for shore softness / depth tint uniform mat4 u_inv_vp; uniform vec2 u_screen; uniform sampler2D u_refl; // the world mirrored in the surface (rendered by the reflection pass) uniform float u_refl_on; uniform vec2 u_center; // this body's centre and half extents (world xz) uniform vec2 u_extent; uniform float u_clip_ellipse; // 1: the body is the ellipse inside its rectangle (a lake), 0: the whole plane (the sea) uniform sampler2D u_scene; // the scene as drawn before the water: the bed, to refract // wind-streaked capillary ripples (stretched along the wind) over slower swells float waterH(vec2 p, float t) { vec2 w = vec2(p.x * 0.7 + p.y * 0.15, p.y * 1.4) ; // mildly anisotropic: cat's-paws stretched along the wind // A sheltered alpine lake, not a sea. The swell carries what movement there is and the // two capillary octaves are most of the way out: at their old weights the whole surface // was in motion to the horizon, which is chop, and chop is what stops a lake reading as // one sheet of water with a mountain in it. return 0.26 * gnoise(w * 0.9 + vec2(t * 0.05, t * 0.3)) + 0.075 * gnoise(p * 2.3 - vec2(t * 0.04, -t * 0.055)) + 0.028 * gnoise(p * 6.0 + vec2(t * 0.7, t * 0.24)); } vec3 rippleNormal(vec2 p, float t) { float e = 0.06; float h = waterH(p, t), hx = waterH(p + vec2(e, 0), t), hz = waterH(p + vec2(0, e), t); // and the slope the height is turned into is shallower still: the normal is what the // reflection is read through, so this is what decides whether a mirrored ridge arrives // whole or shivered into pieces return normalize(vec3(-(hx - h) * 0.15 / e, 1.0, -(hz - h) * 0.15 / e)); } void main() { // A lake is an ellipse - the carved bed, the grass and a game's own water test all use // one - but its plane is the rectangle around it, and the corners between the two hold // ground below the lake's level. Without this they show as sheets of water on dry land. if (u_clip_ellipse > 0.5) { vec2 q = (v_wpos.xz - u_center) / max(u_extent, vec2(0.001)); if (dot(q, q) > 1.0) discard; } vec3 v = normalize(u_cam_pos - v_wpos); float dist = length(u_cam_pos - v_wpos); vec3 n = rippleNormal(v_wpos.xz, u_time); n = normalize(mix(n, vec3(0, 1, 0), smoothstep(60.0, 400.0, dist))); // flat sooner: past a few tens of metres a still lake has no texture at all // ---- A BODY IN THE WATER ------------------------------------------------------------ // You waded into a mountain lake and the surface did not notice. Rings spreading from the // legs and a patch of churn around them is the whole of it, and it is the difference // between standing in water and standing in a picture of water. // // Applied AFTER the distance flattening on purpose: the flattening is there because a // sheltered lake really is glass at forty metres, but what you yourself are doing to the // water is by definition within arm's reach, and it must not be flattened away. if (u_wade.z > 0.0) { float rd = length(v_wpos.xz - u_wade.xy); // rings travelling outward, dying off within a few metres float ring = sin(rd * 6.5 - u_time * 8.0) * exp(-rd * 0.5); // and the disturbed patch right at the body, which is not a ring but a mess float churn = exp(-rd * 1.8) * (sin(u_time * 13.0 + rd * 9.0) * 0.5 + 0.5); vec2 away = (rd > 1e-3) ? (v_wpos.xz - u_wade.xy) / rd : vec2(1.0, 0.0); float amp = u_wade.z * (ring * 0.9 + churn * 0.7); n = normalize(n + vec3(away.x * amp, 0.0, away.y * amp) * 0.55); } // how deep the ground is under this pixel: from the scene depth vec2 suv = gl_FragCoord.xy / u_screen; float sd = texture(u_depth, suv).r; vec4 gp = u_inv_vp * vec4(suv * 2.0 - 1.0, sd * 2.0 - 1.0, 1.0); vec3 ground = gp.xyz / gp.w; float depthBelow = clamp(v_wpos.y - ground.y, 0.0, 10.0); // How opaque the water is at the shoreline. This used to fade over the last 1.2 m of // depth, which is the same band the foam lives in, so the surface went transparent // exactly where it should have been breaking white: the foam was drawn and then // alpha'd away, leaving a gap of dark wet ground and water that looked like it // stopped short of the bank. Fade over a much shorter distance so the water reaches // the edge, and let the foam carry its own opacity below. vec3 r = reflect(-v, n); r.y = abs(r.y); vec3 refl = skyPrefiltered(r, 0.12); if (u_refl_on > 0.5) { // the mirrored render lines up with the screen; the ripples nudge and soften the lookup. // The nudge is halved with the ripples that drive it - at the old strength a calm // surface still tore the reflection, because the offset was tuned against a normal // that no longer exists. vec2 ruv = suv + n.xz * 0.010 * smoothstep(500.0, 20.0, dist); float blur = mix(0.5, 0.2, smoothstep(0.0, 300.0, dist)); refl = sane(textureLod(u_refl, clamp(ruv, 0.001, 0.999), blur).rgb); } // Water is a dim mirror, not a bright one. The mirrored render comes back at the scene's // own exposure, so at full strength the lake was as bright as the ridge standing in it and // the surface read as polished metal - and being that bright it also buried the bed under // it whatever the fresnel mix said. REFL_DIM is what a real surface returns. const float REFL_DIM = 0.72; refl *= REFL_DIM; // wind-blown foam streaks and shoreline wash float foam = smoothstep(0.62, 0.9, gnoise(vec2(v_wpos.x * 0.25 + u_time * 0.24, v_wpos.z * 1.5) ) * 0.5 + 0.5) * 0.014 * smoothstep(200.0, 30.0, dist); // Wash: the shallows lapping the shore. Built from fbm rather than one gnoise octave — // a single octave is a blobby lattice that magnifies into visible squares when you // stand next to it, which is what made the wash read as cartoon cut-outs. Several // octaves plus a fine breakup term give it structure at every range it is seen from. float lap = 0.5 + 0.5 * sin(depthBelow * 9.0 - u_time * 1.6 + 2.0 * gnoise(v_wpos.xz * 0.8 + u_time * 0.2)); float fdet = fbm(v_wpos.xz * 7.0 - u_time * 0.35, 3) * 0.5 + 0.5; // fine bubbles float fmid = fbm(v_wpos.xz * 2.6 + u_time * 0.5, 3) * 0.5 + 0.5; float fedge = fbm(v_wpos.xz * 1.4 - u_time * 0.3, 2) * 0.5 + 0.5; // a still alpine lake has a wet line, not surf: the wash is thin (the last 0.35 m of // depth) and faint, and the terrain runs the same fields at the same strength foam += smoothstep(0.35, 0.0, depthBelow) * (0.12 * smoothstep(0.30, 0.72, fmid) + 0.10 * smoothstep(0.55, 0.95, lap) * smoothstep(0.22, 0.6, fedge)) * (0.55 + 0.75 * fdet); // the lap is a near-field detail: from a distance a lake's edge is a line, not a surf foam *= smoothstep(120.0, 15.0, dist); // the wash dies where the surface meets the ground, so it cannot end on a hard line foam *= smoothstep(0.0, 0.5, length(ground - v_wpos)); float NoV = max(dot(n, v), 0.0); float F = 0.02 + 0.98 * pow(1.0 - NoV, 5.0); vec3 hv = normalize(v + u_sun_dir); float NoH = max(dot(n, hv), 0.0); float glitter = D_GGX(NoH, 0.06) * 0.17; // a narrower sun track: glitter is spread by ripples, and there are fewer float viewDepth = -(u_view * vec4(v_wpos, 1.0)).z; float shadow = sunShadow(v_wpos, vec3(0, 1, 0), viewDepth) * cloudShadow(v_wpos); // ---- what is under the surface ------------------------------------------------- // The bed is sampled from the scene as it was drawn before the water, nudged by the // ripple normal (refraction), then attenuated per channel over the path the light // actually travelled: down through the water and back up to the eye. Red goes first, // then green, so shallows stay bright and readable and depth turns blue-green and // dark on its own. This is what makes it a body of water rather than a tinted sheet: // the ground is seen through it, not behind it. vec2 ruv2 = clamp(suv + n.xz * 0.03 * smoothstep(0.0, 2.0, depthBelow), 0.001, 0.999); // never refract something that is actually in front of the surface (the near bank), // or the grass on the shore smears out over the water float rd = texture(u_depth, ruv2).r; vec4 rgp = u_inv_vp * vec4(ruv2 * 2.0 - 1.0, rd * 2.0 - 1.0, 1.0); vec3 rground = rgp.xyz / rgp.w; if (rground.y > v_wpos.y) { ruv2 = suv; } vec3 bed = sane(texture(u_scene, ruv2).rgb); float pathLen = depthBelow * (1.0 + 1.0 / max(NoV, 0.25)); // Per metre: red first, then green — a cold blue-teal depth. Pulled down by a third, so // the light reaches about half as far again into the water as it did: at the old rates a // metre and a half of a clear mountain lake was already opaque, which is a pond, and the // gravel of the shelf went out before the bank did. vec3 absorb = vec3(0.34, 0.15, 0.09); vec3 trans = exp(-absorb * pathLen); vec3 tint = vec3(0.030, 0.085, 0.105) * skyIrradiance(vec3(0, 1, 0)) * 1.15; // Maroon Lake: deep, dark blue-green, not turquoise vec3 through = bed * trans + tint * (1.0 - trans); // ---- surface ------------------------------------------------------------------- // How much of what you see is the sky and how much is the bottom. The fresnel term is // physical and stays; what changed is the weight it is given and, more to the point, the // CEILING. At 0.86 the surface went to a near-total mirror as soon as you looked along it, // which is true of a sea and is why you could stand at the shore of a lake nine metres // deep and never see into it. At 0.70 the bed is there at every angle you actually stand // at, and the mirrored Bells are still the thing you see across the water. vec3 col = mix(through, refl, clamp(F * 0.85 + 0.03, 0.0, 0.70)) + u_sun_color * glitter * F * shadow; col = mix(col, vec3(0.7, 0.75, 0.75) * (skyIrradiance(vec3(0, 1, 0)) * 0.5 + u_sun_color * 0.08 * shadow), clamp(foam, 0.0, 1.0)); col = applyFog(col, v_wpos, dist); // Soft edge measured ALONG THE VIEW RAY, not vertically. Vertical depth collapses to // zero over a fraction of a pixel when the surface is seen edge-on, which is exactly // the low, near-the-waterline view where the plane's silhouette turns into a hard // glassy line. The distance from the surface to the bed along the ray stays a smooth // quantity at any angle, so the water dissolves into the ground it meets instead. float alongRay = length(ground - v_wpos); float soft = smoothstep(0.0, 0.5, alongRay); col = mix(bed, col, soft); o_color = vec4(sane(col), 1.0); }