Build shaders, share them, and learn from the best community. Thank you for reading and I hope to learn something new from the community! If you fail to specify an output color in your fragment shader, the color buffer output for those fragments will be undefined (which usually means OpenGL will render them either black or white). OpenGL / Example15 / shader / Water.frag.glsl Go to file Go to file T; Go to line L; Copy path Cannot retrieve contributors at this time. Encase if your wondering what my fragment shader looks like: Fragment uniform sampler2D waveTextureId; How it works. Build and Share your best shaders with the world and get Inspired. Fragment Shader. The other exception is that the fragment shader requires a vec4 color output variable, since the fragment shaders needs to generate a final output color. 44 lines (29 sloc) 1.3 KB Raw Blame. I just reused my skybox textures as a cubemap. That's how I got the reflection you see. The first key piece of our water’s vertex shader is the varying clipSpace;. Our water’s vertex shader is mainly used to pass data to the fragment shader where most of the interesting things happen. To understand what a Vertex and Fragment shader are, you need to know a bit about the OpenGL Rendering Pipeline. A fragment is basically a position on the window (X,Y), a depth value (Z), plus all the interpolated data from previous stages. The fragment shader can then project this texture on to the plane in the scene, while also blending and distorting it to create the illusion of water. A fragment shader processes…fragments. 1 2 3 void main() { gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0); } Looking at the code, you'll see the fragment shader is extremely simple, it just generates a vec4 of 1.0, 0.0, 0.0, 0.0, which corresponds to R, G, B, and A values respectively.The color is then assigned to the special output variable defined in WebGL called gl_FragColor (WebGL Fragment Color) Latest contributions: "Zoomcall makeup lights" by Corstiaan 22 minutes ago, "fixedsys Font "by pvimont 29 minutes ago, "ssraytrace" by shiauming 2 hours ago, "First Raymarcher - Eliott Moret" by eliottmoret 3 hours ago, "Bezier Curve Implementation" by brickmaker 4 hours ago. Public Imagination Technologies Shader Based Water Effects 5 Revision PowerVR SDK MAIN@4033680.a 2. I set the alpha value for the water to 0.5 so it's fairly transparent. One of the projects that I worked on in my 3D Art capstone at Michigan State was a Dynamic Water shader. the use of vertex and fragment shaders to alter the appearance of a given plane to simulate a water effect. Third question; How can I figure out how to change the color of the ocean using the water texture and a vec4 including the reflection in one fragment shader? The fragments that were found in the rasterization process, and whose attributes were computed in the interpolation phase, are now fed, one by one, to the fragment shader. The normal vector is left in world space so it can be used for cubemap texture coordinates in the fragment shader. Code:. I'll assume that you have read the first part of the article, and have the example scene set up in your editor of choice, and that you also have the accompanying source code from github . 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