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