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-rw-r--r--game/src/GameSession/Water/Water.gdshader82
-rw-r--r--game/src/GameSession/Water/Water.tres34
-rw-r--r--game/src/GameSession/Water/WaterPlane.tscn12
-rw-r--r--game/src/GameSession/Water/WaterPlaneNormal.tres13
4 files changed, 141 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;
+} \ No newline at end of file
diff --git a/game/src/GameSession/Water/Water.tres b/game/src/GameSession/Water/Water.tres
new file mode 100644
index 0000000..0d5d912
--- /dev/null
+++ b/game/src/GameSession/Water/Water.tres
@@ -0,0 +1,34 @@
+[gd_resource type="ShaderMaterial" load_steps=5 format=3 uid="uid://c3mh5p2w5s8g7"]
+
+[ext_resource type="Shader" path="res://src/GameSession/Water/Water.gdshader" id="1_gectt"]
+[ext_resource type="Texture2D" uid="uid://gq8n64t6y4go" path="res://src/GameSession/Water/WaterPlaneNormal.tres" id="2_24cl4"]
+
+[sub_resource type="FastNoiseLite" id="FastNoiseLite_aggf3"]
+
+[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_qniod"]
+seamless = true
+noise = SubResource("FastNoiseLite_aggf3")
+
+[resource]
+render_priority = 0
+shader = ExtResource("1_gectt")
+shader_parameter/albedo = Color(0.0627451, 0.298039, 0.431373, 1)
+shader_parameter/albedo2 = Color(0.105882, 0.352941, 0.764706, 1)
+shader_parameter/metallic = 1.0
+shader_parameter/roughness = 0.08
+shader_parameter/wave_direction = Vector2(2, 0)
+shader_parameter/wave_direction2 = Vector2(0, 1)
+shader_parameter/time_scale = 0.01
+shader_parameter/noise_scale = 100.0
+shader_parameter/height_scale = 0.03
+shader_parameter/color_deep = Color(0.105882, 0.294118, 0.329412, 1)
+shader_parameter/color_shallow = Color(0, 0.552941, 0.65098, 1)
+shader_parameter/beers_law = 2.0
+shader_parameter/depth_offset = -0.75
+shader_parameter/edge_scale = 0.1
+shader_parameter/near = 1.0
+shader_parameter/far = 100.0
+shader_parameter/edge_color = Color(0, 0.321569, 0.431373, 1)
+shader_parameter/wave = SubResource("NoiseTexture2D_qniod")
+shader_parameter/texture_normal = ExtResource("2_24cl4")
+shader_parameter/texture_normal2 = ExtResource("2_24cl4")
diff --git a/game/src/GameSession/Water/WaterPlane.tscn b/game/src/GameSession/Water/WaterPlane.tscn
new file mode 100644
index 0000000..35bb64c
--- /dev/null
+++ b/game/src/GameSession/Water/WaterPlane.tscn
@@ -0,0 +1,12 @@
+[gd_scene load_steps=3 format=3 uid="uid://b35mxcc3d74di"]
+
+[ext_resource type="Material" uid="uid://c3mh5p2w5s8g7" path="res://src/GameSession/Water/Water.tres" id="1_ij8tq"]
+
+[sub_resource type="PlaneMesh" id="PlaneMesh_4hfu7"]
+size = Vector2(40, 10)
+
+[node name="Water" type="MeshInstance3D"]
+transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00229871, 0.00877783, 0)
+cast_shadow = 0
+mesh = SubResource("PlaneMesh_4hfu7")
+surface_material_override/0 = ExtResource("1_ij8tq")
diff --git a/game/src/GameSession/Water/WaterPlaneNormal.tres b/game/src/GameSession/Water/WaterPlaneNormal.tres
new file mode 100644
index 0000000..5223e98
--- /dev/null
+++ b/game/src/GameSession/Water/WaterPlaneNormal.tres
@@ -0,0 +1,13 @@
+[gd_resource type="NoiseTexture2D" load_steps=2 format=3 uid="uid://gq8n64t6y4go"]
+
+[sub_resource type="FastNoiseLite" id="FastNoiseLite_0fbhj"]
+noise_type = 3
+seed = 2
+frequency = 0.011
+fractal_type = 2
+
+[resource]
+seamless = true
+as_normal_map = true
+bump_strength = 1.5
+noise = SubResource("FastNoiseLite_0fbhj")