float getWaterHeightmap(vec2 posxz, float waveM, float waveZ, float iswater) { vec2 pos = posxz*4.0; float moving = clamp(iswater*2.-1.0,0.0,1.0); vec2 movement = vec2(-0.02*frameTimeCounter*moving); float caustic = 0.0; float weightSum = 0.0; float radiance = 2.39996; mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance))); for (int i = 0; i < 4; i++){ vec2 displ = texture2D(noisetex, pos/32.0/1.74/1.74 + movement).bb*2.0-1.0; pos = rotationMatrix * pos; caustic += sin(dot((pos+vec2(moving*frameTimeCounter))/1.74/1.74 * exp2(0.8*i) + displ*2.0,vec2(0.5)))*exp2(-0.8*i); weightSum += exp2(-i); } return caustic * weightSum / 300.; } vec3 getWaveHeight(vec2 posxz, float iswater){ vec2 coord = posxz; float deltaPos = 0.25; float waveZ = mix(20.0,0.25,iswater); float waveM = mix(0.0,4.0,iswater); float h0 = getWaterHeightmap(coord, waveM, waveZ, iswater); float h1 = getWaterHeightmap(coord + vec2(deltaPos,0.0), waveM, waveZ, iswater); float h3 = getWaterHeightmap(coord + vec2(0.0,deltaPos), waveM, waveZ, iswater); float xDelta = ((h1-h0))/deltaPos*2.; float yDelta = ((h3-h0))/deltaPos*2.; vec3 wave = normalize(vec3(xDelta,yDelta,1.0-pow(abs(xDelta+yDelta),2.0))); return wave; }