From 1e649405d66f17d6acddb9055b181bba7ad70566 Mon Sep 17 00:00:00 2001
From: hwc487
Date: Wed, 16 May 2012 13:41:48 -0700
Subject: Exposing parameters in Water Material

---
 assets/shaders/Water2.frag.glsl | 30 ++++++++++++++++++------------
 1 file changed, 18 insertions(+), 12 deletions(-)

(limited to 'assets/shaders/Water2.frag.glsl')

diff --git a/assets/shaders/Water2.frag.glsl b/assets/shaders/Water2.frag.glsl
index 39b6aa55..49b2b647 100644
--- a/assets/shaders/Water2.frag.glsl
+++ b/assets/shaders/Water2.frag.glsl
@@ -8,20 +8,27 @@ uniform vec2 u_resolution;
 const float PI = 3.1415926535897932;
 
 //speed
-const float speed = 0.2;
+//const float speed = 0.2;
 const float speed_x = 0.3;
 const float speed_y = 0.3;
 
 // geometry
-const float intensity = 3.;
+//const float intensity = 3.;
 const int steps = 8;
 const float frequency = 4.0;
 const int angle = 7; // better when a prime
 
 // reflection and emboss
-const float delta = 20.;
+//const float delta = 20.;
 const float intence = 400.;
-const float emboss = 0.3;
+//const float emboss = 0.3;
+
+// uniforms
+uniform float u_emboss;
+uniform float u_delta;
+//uniform float u_intence;
+uniform float u_intensity;
+uniform float u_speed;
 
 //---------- crystals effect
 
@@ -34,9 +41,9 @@ const float emboss = 0.3;
     {
       vec2 adjc = coord;
       theta = delta_theta*float(i);
-      adjc.x += cos(theta)*u_time*speed + u_time * speed_x;
-      adjc.y -= sin(theta)*u_time*speed - u_time * speed_y;
-      col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
+      adjc.x += cos(theta)*u_time*u_speed + u_time * speed_x;
+      adjc.y -= sin(theta)*u_time*u_speed - u_time * speed_y;
+      col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*u_intensity;
     }
 
     return cos(col);
@@ -49,18 +56,17 @@ void main(void)
 vec2 p = (gl_FragCoord.xy) / u_resolution.xy, c1 = p, c2 = p;
 float cc1 = col(c1);
 
-c2.x += u_resolution.x/delta;
-float dx = emboss*(cc1-col(c2))/delta;
+c2.x += u_resolution.x/u_delta;
+float dx = u_emboss*(cc1-col(c2))/u_delta;
 
 c2.x = p.x;
-c2.y += u_resolution.y/delta;
-float dy = emboss*(cc1-col(c2))/delta;
+c2.y += u_resolution.y/u_delta;
+float dy = u_emboss*(cc1-col(c2))/u_delta;
 
 c1.x += dx;
 c1.y = -(c1.y+dy);
 
 float alpha = 1.+dot(dx,dy)*intence;
 gl_FragColor = texture2D(u_tex0,c1)*(alpha);
-// gl_FragColor = vec4(col(p),0,0,1);
 
 }
-- 
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