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@ -1,4 +1,4 @@ |
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[gd_scene load_steps=7 format=2] |
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[gd_scene load_steps=12 format=2] |
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[ext_resource path="res://ui/ui.tscn" type="PackedScene" id=1] |
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[ext_resource path="res://world/default_env.tres" type="Environment" id=3] |
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@ -8,8 +8,144 @@ |
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[sub_resource type="PlaneMesh" id=1] |
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size = Vector2( 2000, 2000 ) |
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[sub_resource type="SpatialMaterial" id=2] |
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albedo_color = Color( 0.054902, 0.533333, 0.741176, 1 ) |
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[sub_resource type="Shader" id=2] |
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code = "shader_type spatial; |
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render_mode specular_phong, cull_disabled; |
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uniform float speed: hint_range(-1, 1) = 0.0; |
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uniform sampler2D noise1; |
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uniform sampler2D noise2; |
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uniform sampler2D normalmap: hint_normal; |
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uniform vec4 color : hint_color; |
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uniform vec4 deep_water: hint_color; |
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//depth-fade var |
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uniform float beer_law_factor = 2.0; |
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uniform float _distance = 0.0; |
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//foam var |
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uniform vec4 edge_color: hint_color; |
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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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// wave var |
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uniform vec2 wave_strength = vec2(0.5, 0.25); |
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uniform vec2 wave_frequ = vec2(12.0, 12.0); |
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uniform vec2 time_factor = vec2(1.0, 2.0); |
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float waves(vec2 pos, float time) { |
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return (wave_strength.y * sin(pos.y * wave_frequ.y + time * time_factor.y)) + (wave_strength.x * sin(pos.x * wave_frequ.x + time * time_factor.x)); |
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} |
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void vertex() { |
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VERTEX.y += waves(VERTEX.xy, TIME); |
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} |
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float rim(float depth) { |
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depth = 2.0 * depth - 1.0; |
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return near * far / (far + depth * (near - far)); |
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} |
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float calc_depth_fade(float depth, mat4 projection_matrix, |
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vec4 fragcoord, float beer_factor, float __distance, vec3 vertex) { |
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float scene_depth = depth; |
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scene_depth = scene_depth * 2.0 - 1.0; |
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scene_depth = projection_matrix[3][2] / (scene_depth + projection_matrix[2][2]); |
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scene_depth = scene_depth + vertex.z; // z is negative |
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// application of beers law |
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scene_depth = exp(-scene_depth * beer_factor); |
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float screen_depth = fragcoord.z; |
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float depth_fade = (scene_depth - screen_depth) / __distance; |
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depth_fade = clamp(depth_fade, 0.0, 1.0); |
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return depth_fade; |
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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 * 1.0 + time).rgb; |
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vec3 n2 = texture(noise2, UV * 1.0 - time * 0.2).rgb; |
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vec2 uv_movement = UV * 4.0; |
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uv_movement += TIME * speed * 4.0; |
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float sum = (n1.r + n2.r) - 1.0; |
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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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// depth-fade |
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float z_depth_fade = calc_depth_fade(texture(DEPTH_TEXTURE, SCREEN_UV).x, PROJECTION_MATRIX, FRAGCOORD, beer_law_factor, _distance, VERTEX); |
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float z_fade = rim(FRAGCOORD.z); |
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float fade_diff = z_depth_fade - z_fade; |
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vec4 gradientcolor = mix(color, deep_water, z_depth_fade); |
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vec2 displacement = vec2(sum * 0.1); |
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diff += displacement.x * 70.0; |
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vec4 col = mix(edge_color, gradientcolor, step(edge_scale, diff)); |
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vec4 alpha = texture(SCREEN_TEXTURE, SCREEN_UV + displacement); |
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alpha = vec4(9.0); |
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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 = 1.0; |
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// konvertier fin in vec3 um |
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ALBEDO = vec3(fin) + mix(alpha.rgb, col.rgb, gradientcolor.a); |
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NORMALMAP = texture(normalmap, uv_movement).rgb; |
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ROUGHNESS = 0.1; |
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}" |
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[sub_resource type="OpenSimplexNoise" id=4] |
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[sub_resource type="NoiseTexture" id=5] |
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width = 2048 |
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height = 2048 |
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seamless = true |
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noise = SubResource( 4 ) |
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[sub_resource type="OpenSimplexNoise" id=6] |
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[sub_resource type="NoiseTexture" id=7] |
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width = 2048 |
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height = 2048 |
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seamless = true |
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noise = SubResource( 6 ) |
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[sub_resource type="ShaderMaterial" id=3] |
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shader = SubResource( 2 ) |
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shader_param/speed = 0.003 |
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shader_param/color = Color( 0.054902, 0.533333, 0.741176, 1 ) |
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shader_param/deep_water = Color( 0.0518, 0.31561, 0.74, 1 ) |
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shader_param/beer_law_factor = 2.0 |
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shader_param/_distance = 0.0 |
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shader_param/edge_color = Color( 1, 1, 1, 1 ) |
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shader_param/edge_scale = 0.25 |
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shader_param/near = 0.1 |
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shader_param/far = 100.0 |
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shader_param/wave_strength = Vector2( 1, 0.5 ) |
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shader_param/wave_frequ = Vector2( 12, 12 ) |
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shader_param/time_factor = Vector2( 1, 2 ) |
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shader_param/noise1 = SubResource( 5 ) |
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shader_param/noise2 = SubResource( 7 ) |
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[node name="Game" type="Node"] |
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@ -28,7 +164,7 @@ script = ExtResource( 4 ) |
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[node name="Water" type="MeshInstance" parent="World3d"] |
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1000, 0, 1000 ) |
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mesh = SubResource( 1 ) |
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material/0 = SubResource( 2 ) |
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material/0 = SubResource( 3 ) |
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[node name="WorldEnvironment" type="WorldEnvironment" parent="World3d"] |
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environment = ExtResource( 3 ) |
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@ -36,9 +172,10 @@ environment = ExtResource( 3 ) |
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[node name="CamBase" parent="World3d" instance=ExtResource( 5 )] |
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[node name="Camera" parent="World3d/CamBase" index="0"] |
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transform = Transform( 1, 0, 0, 0, 0.659983, -0.75128, 0, 0.75128, 0.659983, 0, -1.90735e-06, 6.618 ) |
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transform = Transform( 1, 0, 0, 0, 0.659983, -0.75128, 0, 0.75128, 0.659983, 0, -5.72205e-06, 6.618 ) |
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fov = 55.0 |
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depth_multiplier = 9999.0 |
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depth_threshold = 0.001 |
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depth_multiplier = 999.0 |
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zoom_sensibility = 1.436 |
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[node name="DirectionalLight" type="DirectionalLight" parent="World3d"] |
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@ -46,6 +183,12 @@ transform = Transform( 0.971628, 0.168947, -0.16552, 0, 0.699825, 0.714314, 0.23 |
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light_energy = 0.1 |
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shadow_enabled = true |
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[node name="CSGBox" type="CSGBox" parent="World3d"] |
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 72.3742, 1.07915, 70.9729 ) |
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width = 15.1059 |
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height = 12.3889 |
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depth = 42.8385 |
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[connection signal="map_clicked" from="UI/Map" to="World3d/CamBase/Camera" method="_on_Map_map_clicked"] |
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[connection signal="camera_moved" from="World3d/CamBase/Camera" to="UI/Map/Cursor" method="_on_Camera_camera_moved"] |
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