2025-03-24 15:01:39 +00:00
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shader_type spatial;
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2025-03-25 00:22:03 +00:00
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render_mode depth_draw_always;
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uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
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uniform sampler2D DEPTH_TEXTURE: hint_depth_texture, filter_linear_mipmap;
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uniform vec3 albedo : source_color = vec3(0.0,0.32,0.43);
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uniform vec3 albedo2 : source_color= vec3(0.0,0.47,0.76);
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uniform vec4 color_deep : source_color= vec4(0.11,0.29,0.33,1.0);
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uniform vec4 color_shallow : source_color= vec4(0.0,0.47,0.76,1.0);
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uniform float shore_fade = 1.0;
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uniform float shore_intensity = 1.0;
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uniform float metallic : hint_range(0.0, 1.0) = 0;
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uniform float roughness : hint_range(0.0, 1.0) = 0.02;
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uniform sampler2D texture_normal;
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uniform sampler2D texture_normal2;
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uniform sampler2D wave;
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uniform float wave_time = 0;
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uniform vec2 wave_direction = vec2(2.0,0.0);
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uniform vec2 wave_2_direction = vec2(0.0,1.0);
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uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025;
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uniform float wave_speed = 2.0;
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uniform float noise_scale = 10.0;
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uniform float height_scale = 0.15;
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uniform float beers_law = 2.0;
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uniform float depth_offset = -0.75;
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varying float height;
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varying vec3 world_pos;
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uniform float edge_scale = 0.1;
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uniform float near = 0.5;
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uniform float far = 100.0;
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uniform vec3 edge_color : source_color;
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float fresnel(float amount, vec3 normal, vec3 view)
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{
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
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}
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float edge(float depth) {
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return near * far / (far + depth * (near - far));
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2025-03-24 15:01:39 +00:00
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}
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void vertex() {
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2025-03-25 00:22:03 +00:00
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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height = texture(wave, world_pos.xz / noise_scale + wave_time * wave_speed).r;
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VERTEX.y += height * height_scale;
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2025-03-24 15:01:39 +00:00
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}
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void fragment() {
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2025-03-25 00:22:03 +00:00
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float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r;
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float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]);
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depth = depth + VERTEX.z;
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float depth_blend = exp((depth + depth_offset) * -beers_law);
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depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0);
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float depth_tex = texture(DEPTH_TEXTURE, SCREEN_UV).r;
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vec4 depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth_tex, 1.0);
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depth_world_pos.xyz /= depth_world_pos.w;
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float shore_line = clamp(1.0 - smoothstep(depth_world_pos.z + shore_fade, depth_world_pos.z, VERTEX.z), 0.0, 1.0);
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vec3 shore_color = mix(color_shallow.rgb, edge_color, shore_line);
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vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend * 2.5).rgb;
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vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend);
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vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend * 0.5);
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float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x);
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float z_pos = edge(FRAGCOORD.z);
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float z_dif = z_depth - z_pos;
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vec2 time = (TIME * wave_direction) * time_scale;
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vec2 time2 = (TIME * wave_2_direction) * time_scale;
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vec3 normal_blend = mix(texture(texture_normal, world_pos.xz / noise_scale + time).rgb, texture(texture_normal2, world_pos.xz / noise_scale + time2).rgb, 0.5);
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float fresnel = fresnel(5.0, NORMAL, VIEW);
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vec3 surface_color = mix(albedo, albedo2, fresnel);
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vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif));
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ALBEDO = clamp(surface_color + depth_color_adj + shore_color * shore_intensity,vec3(0),vec3(1.0));
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ALPHA = 1.0;
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METALLIC = metallic;
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ROUGHNESS = roughness;
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NORMAL_MAP = normal_blend;
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2025-03-24 15:01:39 +00:00
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}
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