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- 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;
-
- float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor);
- float specularMapValue = texture2D(specularMap, materialInput.st).r;
-
- vec4 noise = czm_getWaterNoise(normalMap, materialInput.st * frequency, time, 0.0);
- vec3 normalTangentSpace = noise.xyz * vec3(1.0, 1.0, (1.0 / amplitude));
-
- normalTangentSpace.xy /= fade;
-
- normalTangentSpace = mix(vec3(0.0, 0.0, 50.0), normalTangentSpace, specularMapValue);
- normalTangentSpace = normalize(normalTangentSpace);
-
- float tsPerturbationRatio = clamp(dot(normalTangentSpace, vec3(0.0, 0.0, 1.0)), 0.0, 1.0);
-
- material.alpha = mix(blendColor.a, baseWaterColor.a, specularMapValue) * specularMapValue;
-
-
- material.diffuse = mix(blendColor.rgb, baseWaterColor.rgb, specularMapValue);
-
- material.diffuse += (0.1 * tsPerturbationRatio);
- material.diffuse = material.diffuse;
- material.normal = normalize(materialInput.tangentToEyeMatrix * normalTangentSpace);
- material.specular = specularIntensity;
- material.shininess = 10.0;
- return material;
- }
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