// [COMBO_OFF] {"material":"ui_editor_properties_specular","combo":"SPECULAR","type":"options","default":0} varying vec4 v_TexCoord; varying vec2 v_Scroll; uniform sampler2D g_Texture0; // {"material":"ui_editor_properties_framebuffer","hidden":true} uniform sampler2D g_Texture1; // {"material":"ui_editor_properties_water_normal"} uniform sampler2D g_Texture2; // {"material":"ui_editor_properties_opacity_mask","mode":"opacitymask","default":"util/white"} uniform float g_Strength; // {"material":"ui_editor_properties_ripple_strength","default":0.1,"range":[0,1]} uniform float g_SpecularPower; // {"material":"ui_editor_properties_ripple_specular_power","default":1.0,"range":[0,100]} uniform float g_SpecularStrength; // {"material":"ui_editor_properties_ripple_specular_strength","default":1.0,"range":[0,10]} uniform vec3 g_SpecularColor; // {"material":"ui_editor_properties_ripple_specular_color","default":"1 1 1","type":"color"} varying vec4 v_TexCoordRipple; void main() { vec2 texCoord = v_TexCoord.xy; float mask = texSample2D(g_Texture2, v_TexCoord.zw).r; vec3 n1 = texSample2D(g_Texture1, v_TexCoordRipple.xy).xyz * 2 - 1; vec3 n2 = texSample2D(g_Texture1, v_TexCoordRipple.zw).xyz * 2 - 1; vec3 normal = normalize(vec3(n1.xy + n2.xy, n1.z)); texCoord.xy += normal.xy * g_Strength * g_Strength * mask; gl_FragColor = texSample2D(g_Texture0, texCoord); #if SPECULAR == 1 vec2 direction = vec2(0.5, 0.0) - v_TexCoord.xy; direction = normalize(direction); float specular = max(0.0, dot(normal.xy, direction)) * max(0.0, dot(direction, vec2(0.0, -1.0))); specular = pow(specular, g_SpecularPower) * g_SpecularStrength; gl_FragColor.rgb += specular * g_SpecularColor * gl_FragColor.a; #endif }