shader_type spatial; render_mode blend_mix, diffuse_burley; uniform float speed : hint_range(-1,1) = 0.0; //colors uniform sampler2D noise1; //add Godot noise here uniform sampler2D noise2; //add Godot noise here uniform sampler2D normalmap : hint_normal; //add Godot noise here, enable as_normalmap uniform vec4 color : source_color; uniform vec4 edge_color : source_color; //foam uniform float edge_scale = 0.25; uniform float near = 0.1; uniform float far = 100.0f; //waves uniform vec2 wave_strengh = vec2(0.5, 0.25); uniform vec2 wave_frequency = vec2(12.0, 12.0); uniform vec2 time_factor = vec2(1.0, 2.0); uniform sampler2D DEPTH_TEXTURE : hint_depth_texture; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; float rim(float depth){ depth = 2.0f * depth - 1.0f; return near * far / (far + depth * (near - far)); } float waves(vec2 pos, float time){ return (wave_strengh.y * sin(pos.y * wave_frequency.y + time * time_factor.y)) + (wave_strengh.x * sin(pos.x * wave_frequency.x + time * time_factor.x)); } void vertex(){ // vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz; vec2 test; test.x = 1.0; test.y = 1.0; VERTEX.y += waves(test.xy, TIME); } void fragment(){ float time = TIME * speed; vec3 n1 = texture(noise1, UV + time).rgb; vec3 n2 = texture(noise2, UV - time * 0.2).rgb; vec2 uv_movement = UV * 4.0f; uv_movement += TIME * speed * 4.0f; float sum = (n1.r + n2.r) - 1.0f; float z_depth = rim(texture(DEPTH_TEXTURE, SCREEN_UV).x); float z_pos = rim(FRAGCOORD.z); float diff = z_depth - z_pos; vec2 displacement = vec2(sum * 0.05); diff += displacement.x * 50.0f; vec4 col = mix(edge_color, color, step(edge_scale, diff)); vec4 alpha = vec4(1.0); alpha = texture(SCREEN_TEXTURE, SCREEN_UV + displacement); float fin = 0.0; if (sum > 0.0 && sum < 0.4) fin = 0.1; if (sum > 0.4 && sum < 0.8) fin = 0.0; if (sum > 0.8) fin = 1.0f; ALBEDO = vec3(fin) + mix(alpha.rgb, col.rgb, color.a); // NORMALMAP = texture(normalmap, uv_movement).rgb; ROUGHNESS = 0.1; SPECULAR = 1.0f; }