diff options
author | Gone2Daly <71726742+Gone2Daly@users.noreply.github.com> | 2023-07-22 21:05:42 +0200 |
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committer | Gone2Daly <71726742+Gone2Daly@users.noreply.github.com> | 2023-07-22 21:05:42 +0200 |
commit | 71b3cd829f80de4c2cd3972d8bfd5ee470a5d180 (patch) | |
tree | b4280fde6eef2ae6987648bc7bf8e00e9011bb7f /game/testing/21.gdshader | |
parent | ce9022d0df74d6c33db3686622be2050d873ab0b (diff) |
init_testtest3d
Diffstat (limited to 'game/testing/21.gdshader')
-rw-r--r-- | game/testing/21.gdshader | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/game/testing/21.gdshader b/game/testing/21.gdshader new file mode 100644 index 0000000..3db3341 --- /dev/null +++ b/game/testing/21.gdshader @@ -0,0 +1,76 @@ +shader_type spatial; + + +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 : hint_color; +uniform vec4 edge_color : hint_color; + +//foam +uniform float edge_scale = 0.25; +uniform float near = 0.1; +uniform float far = 100f; + +//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); + + + +float rim(float depth){ + depth = 2f * depth - 1f; + 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(){ + VERTEX.y += waves(VERTEX.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 * 4f; + uv_movement += TIME * speed * 4f; + + float sum = (n1.r + n2.r) - 1f; + + + 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 * 50f; + + + 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 = 1f; + + ALBEDO = vec3(fin) + mix(alpha.rgb, col.rgb, color.a); + + NORMALMAP = texture(normalmap, uv_movement).rgb; + ROUGHNESS = 0.1; + SPECULAR = 1f; +}
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