[gd_resource type="ShaderMaterial" load_steps=8 format=3 uid="uid://djvstk5qjvdan"]

[ext_resource type="Shader" uid="uid://bded0c7emuh61" path="res://ocean/ocean.gdshader" id="1_u0w43"]

[sub_resource type="FastNoiseLite" id="FastNoiseLite_u0w43"]
noise_type = 3
frequency = 0.035

[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_mf4pf"]
seamless = true
as_normal_map = true
bump_strength = 1.6
noise = SubResource("FastNoiseLite_u0w43")

[sub_resource type="FastNoiseLite" id="FastNoiseLite_3qqsl"]
noise_type = 0
seed = 22
frequency = 0.003
fractal_lacunarity = 1.6
fractal_gain = 0.47
fractal_weighted_strength = 0.53

[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_nojbg"]
seamless = true
seamless_blend_skirt = 0.532
as_normal_map = true
bump_strength = 21.8
noise = SubResource("FastNoiseLite_3qqsl")

[sub_resource type="FastNoiseLite" id="FastNoiseLite_xta2c"]
noise_type = 2
fractal_type = 2
fractal_gain = 0.34
fractal_weighted_strength = 0.6

[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_0vxpe"]
seamless = true
noise = SubResource("FastNoiseLite_xta2c")

[resource]
resource_name = "PlaneMesh_Current"
render_priority = 0
shader = ExtResource("1_u0w43")
shader_parameter/albedo = Color(0, 0.32, 0.43, 1)
shader_parameter/albedo2 = Color(0, 0.47, 0.76, 1)
shader_parameter/color_deep = Color(0.11, 0.29, 0.33, 1)
shader_parameter/color_shallow = Color(0, 0.47, 0.76, 1)
shader_parameter/metallic = 0.0
shader_parameter/roughness = 0.02
shader_parameter/texture_normal = SubResource("NoiseTexture2D_mf4pf")
shader_parameter/texture_normal2 = SubResource("NoiseTexture2D_nojbg")
shader_parameter/wave = SubResource("NoiseTexture2D_0vxpe")
shader_parameter/wave_time = 0.0
shader_parameter/wave_direction = Vector2(0.8, 0)
shader_parameter/wave_2_direction = Vector2(0, 2)
shader_parameter/time_scale = 0.01
shader_parameter/wave_speed = 0.05
shader_parameter/noise_scale = 15.0
shader_parameter/height_scale = 0.25
shader_parameter/beers_law = 2.0
shader_parameter/depth_offset = -0.75
shader_parameter/edge_scale = 0.1
shader_parameter/near = 0.5
shader_parameter/far = 100.0
shader_parameter/edge_color = Color(0.111197, 0.111197, 0.111197, 1)
