// Thanks for the contribution Jonas // http://29a.ch/2012/7/19/webgl-terrain-rendering-water-fog uniform sampler2D specularMap; uniform sampler2D normalMap; uniform vec4 baseWaterColor; uniform vec4 blendColor; uniform float frequency; uniform float animationSpeed; uniform float amplitude; uniform float specularIntensity; uniform float fadeFactor; czm_material czm_getMaterial(czm_materialInput materialInput) { czm_material material = czm_getDefaultMaterial(materialInput); float time = czm_frameNumber * animationSpeed; // fade is a function of the distance from the fragment and the frequency of the waves float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor); float specularMapValue = texture2D(specularMap, materialInput.st).r; // note: not using directional motion at this time, just set the angle to 0.0; vec4 noise = czm_getWaterNoise(normalMap, materialInput.st * frequency, time, 0.0); vec3 normalTangentSpace = noise.xyz * vec3(1.0, 1.0, (1.0 / amplitude)); // fade out the normal perturbation as we move further from the water surface normalTangentSpace.xy /= fade; // attempt to fade out the normal perturbation as we approach non water areas (low specular map value) normalTangentSpace = mix(vec3(0.0, 0.0, 50.0), normalTangentSpace, specularMapValue); normalTangentSpace = normalize(normalTangentSpace); // get ratios for alignment of the new normal vector with a vector perpendicular to the tangent plane float tsPerturbationRatio = clamp(dot(normalTangentSpace, vec3(0.0, 0.0, 1.0)), 0.0, 1.0); // fade out water effect as specular map value decreases material.alpha = mix(blendColor.a, baseWaterColor.a, specularMapValue) * specularMapValue; // base color is a blend of the water and non-water color based on the value from the specular map // may need a uniform blend factor to better control this material.diffuse = mix(blendColor.rgb, baseWaterColor.rgb, specularMapValue); // diffuse highlights are based on how perturbed the normal is material.diffuse += (0.1 * tsPerturbationRatio); material.diffuse = material.diffuse; material.normal = normalize(materialInput.tangentToEyeMatrix * normalTangentSpace); material.specular = specularIntensity; material.shininess = 10.0; return material; }