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