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-rw-r--r--game/src/GameSession/Water/Water.gdshader82
1 files changed, 82 insertions, 0 deletions
diff --git a/game/src/GameSession/Water/Water.gdshader b/game/src/GameSession/Water/Water.gdshader
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+++ b/game/src/GameSession/Water/Water.gdshader
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+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;
+} \ No newline at end of file