TkAstral3D/packages/sdk/public/resource/shaders/water/caustics/fragment.glsl
2026-04-08 15:34:43 +08:00

29 lines
844 B
GLSL

precision highp float;
precision highp int;
#include <utils>
in vec3 oldPos;
in vec3 newPos;
in vec3 ray;
out vec4 fragColor;
void main() {
/* if the triangle gets smaller, it gets brighter, and vice versa */
float oldArea = length(dFdx(oldPos)) * length(dFdy(oldPos));
float newArea = length(dFdx(newPos)) * length(dFdy(newPos));
fragColor = vec4(oldArea / newArea * 0.2, 1.0, 0.0, 0.0);
vec3 refractedLight = refract(-light, vec3(0.0, 1.0, 0.0), IOR_AIR / IOR_WATER);
/* shadow for the rim of the pool */
vec2 t = intersectCube(
newPos,
-refractedLight,
vec3(-poolHalfSize.x, -poolHeight, -poolHalfSize.y),
vec3(poolHalfSize.x, poolHeight * 2.0, poolHalfSize.y)
);
fragColor.r *= 1.0 / (1.0 + exp(-200.0 / (1.0 + 10.0 * (t.y - t.x)) * (newPos.y - refractedLight.y * t.y - poolHeight * 2.0 / 12.0)));
}