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Diffstat (limited to 'game/src/GameSession/Water/Water.gdshader')
-rw-r--r-- | game/src/GameSession/Water/Water.gdshader | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/game/src/GameSession/Water/Water.gdshader b/game/src/GameSession/Water/Water.gdshader new file mode 100644 index 0000000..b8c2d5f --- /dev/null +++ b/game/src/GameSession/Water/Water.gdshader @@ -0,0 +1,82 @@ +shader_type spatial; + +uniform vec3 albedo : source_color; +uniform vec3 albedo2 : source_color; +uniform float metallic : hint_range(0.0, 1.0) = 0; +uniform float roughness : hint_range(0.0, 1.0) = 0.02; +uniform sampler2D wave; +uniform sampler2D texture_normal; +uniform sampler2D texture_normal2; +uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; +uniform sampler2D SCREEN_TEXTURE : hint_depth_texture, filter_linear_mipmap; +uniform vec2 wave_direction = vec2(2.0,0.0); // Direction of wave 1 +uniform vec2 wave_direction2 = vec2(0.0,1.0); // Direction of wave 2 +uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; // Rate of movement multiplied by TIME +uniform float noise_scale = 10.0; +uniform float height_scale = 0.15; + +uniform vec4 color_deep : source_color; // Deep depth color +uniform vec4 color_shallow : source_color; // Shallow depth color +uniform float beers_law = 2.0; // Beer's law application +uniform float depth_offset = -0.75; // Offset + +uniform float edge_scale = 0.1; +uniform float near = 1.0; +uniform float far = 100.0; +uniform vec3 edge_color : source_color; + +// Varying variables +varying float height; +varying vec3 world_pos; + +float fresnel(float amount, vec3 normal, vec3 view) +{ + return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount); +} +float edge(float depth){ + depth = 2.0 * depth - 1.0; + return near * far / (far + depth * (near - far)); +} + +void vertex() { + world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; + height = texture(wave, world_pos.xz / noise_scale + TIME * time_scale).r; + VERTEX.y += height * height_scale; +} + +void fragment() { + // Depth variables and calc + float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0; + float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]); + float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law); + depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0); + float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0); + + // Retrieving depth color and applying the deep and shallow colors + vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb; + vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power); + vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5); + + // Getting edge depth calc + float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x); + float z_pos = edge(FRAGCOORD.z); + float z_dif = z_depth - z_pos; + + // Time calculations for wave (normal map) movement + vec2 time = (TIME * wave_direction) * time_scale; // Movement rate of first wave + vec2 time2 = (TIME * wave_direction2) * time_scale; // Movement rate of second wave + + // Blend normal maps into one + vec3 normal_blend = mix(texture(texture_normal,world_pos.xz + time).rgb, texture(texture_normal2,world_pos.xz + time2).rgb, 0.5); + + // Calculate Fresnel + float fresnel = fresnel(5.0, NORMAL, VIEW); + vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel + + vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif)); + + ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0)); + METALLIC = metallic; + ROUGHNESS = roughness; + NORMAL_MAP = normal_blend; +}
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