xref: /aosp_15_r20/cts/tests/openglperf2/assets/fragment/water (revision b7c941bb3fa97aba169d73cee0bed2de8ac964bf)
1*b7c941bbSAndroid Build Coastguard Worker/*
2*b7c941bbSAndroid Build Coastguard Worker * Copyright (C) 2013 The Android Open Source Project
3*b7c941bbSAndroid Build Coastguard Worker *
4*b7c941bbSAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
5*b7c941bbSAndroid Build Coastguard Worker * in compliance with the License. You may obtain a copy of the License at
6*b7c941bbSAndroid Build Coastguard Worker *
7*b7c941bbSAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0
8*b7c941bbSAndroid Build Coastguard Worker *
9*b7c941bbSAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software distributed under the License
10*b7c941bbSAndroid Build Coastguard Worker * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
11*b7c941bbSAndroid Build Coastguard Worker * or implied. See the License for the specific language governing permissions and limitations under
12*b7c941bbSAndroid Build Coastguard Worker * the License.
13*b7c941bbSAndroid Build Coastguard Worker */
14*b7c941bbSAndroid Build Coastguard Workerprecision mediump float;
15*b7c941bbSAndroid Build Coastguard Workeruniform vec3 u_LightPos;
16*b7c941bbSAndroid Build Coastguard Workeruniform sampler2D u_Texture1;
17*b7c941bbSAndroid Build Coastguard Workeruniform sampler2D u_Texture2;
18*b7c941bbSAndroid Build Coastguard Workeruniform int u_Time;
19*b7c941bbSAndroid Build Coastguard Workervarying vec3 v_Position;
20*b7c941bbSAndroid Build Coastguard Workervarying vec2 v_TexCoordinate;
21*b7c941bbSAndroid Build Coastguard Workervoid main() {
22*b7c941bbSAndroid Build Coastguard Worker  float weight = abs(mod(float(u_Time), 101.0) - 50.0) / 50.0;// loop between 0.0 and 1.0
23*b7c941bbSAndroid Build Coastguard Worker  float offset = abs(float(u_Time) / 1000.0);
24*b7c941bbSAndroid Build Coastguard Worker  // Get normal from bump map.
25*b7c941bbSAndroid Build Coastguard Worker  vec3 map1 = texture2D(u_Texture1, v_TexCoordinate + offset).xyz * 2.0 - 1.0;
26*b7c941bbSAndroid Build Coastguard Worker  vec3 map2 = texture2D(u_Texture2, v_TexCoordinate + offset).xyz * 2.0 - 1.0;
27*b7c941bbSAndroid Build Coastguard Worker  vec3 normal = normalize((map1 * weight) + (map2 * (1.0 - weight)));
28*b7c941bbSAndroid Build Coastguard Worker  // Get a lighting direction vector from the light to the vertex.
29*b7c941bbSAndroid Build Coastguard Worker  vec3 lightVector = normalize(u_LightPos - v_Position);
30*b7c941bbSAndroid Build Coastguard Worker  // Calculate the dot product of the light vector and vertex normal.
31*b7c941bbSAndroid Build Coastguard Worker  float diffuse = max(dot(lightVector, normal), 0.0);
32*b7c941bbSAndroid Build Coastguard Worker  // Add ambient lighting
33*b7c941bbSAndroid Build Coastguard Worker  diffuse = diffuse + 0.025;
34*b7c941bbSAndroid Build Coastguard Worker  // Use the diffuse illumination to get final output color.
35*b7c941bbSAndroid Build Coastguard Worker  gl_FragColor = vec4(1.0 - diffuse, 1.0 - diffuse, 1.0, 1.0 - (diffuse * 0.9));// Semi transparent blue.
36*b7c941bbSAndroid Build Coastguard Worker}