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-rw-r--r--game/testing/21.gdshader76
1 files changed, 76 insertions, 0 deletions
diff --git a/game/testing/21.gdshader b/game/testing/21.gdshader
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+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;
+} \ No newline at end of file