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-rw-r--r--game/testing/Buoyancy-in-Godot-4-master/assets/shaders/water.gdshader81
1 files changed, 81 insertions, 0 deletions
diff --git a/game/testing/Buoyancy-in-Godot-4-master/assets/shaders/water.gdshader b/game/testing/Buoyancy-in-Godot-4-master/assets/shaders/water.gdshader
new file mode 100644
index 0000000..5fba7f9
--- /dev/null
+++ b/game/testing/Buoyancy-in-Godot-4-master/assets/shaders/water.gdshader
@@ -0,0 +1,81 @@
+shader_type spatial;
+render_mode depth_draw_always;
+
+uniform sampler2D SCREEN_TEXTURE: hint_screen_texture, filter_linear_mipmap;
+uniform sampler2D DEPTH_TEXTURE: hint_depth_texture, filter_linear_mipmap;
+
+uniform vec3 albedo : source_color;
+uniform vec3 albedo2 : source_color;
+uniform vec4 color_deep : source_color;
+uniform vec4 color_shallow : 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 texture_normal;
+uniform sampler2D texture_normal2;
+uniform sampler2D wave;
+
+uniform float wave_time = 0;
+uniform vec2 wave_direction = vec2(2.0,0.0);
+uniform vec2 wave_2_direction = vec2(0.0,1.0);
+uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025;
+uniform float wave_speed = 2.0;
+uniform float noise_scale = 10.0;
+uniform float height_scale = 0.15;
+uniform float beers_law = 2.0;
+uniform float depth_offset = -0.75;
+
+varying float height;
+varying vec3 world_pos;
+
+uniform float edge_scale = 0.1;
+uniform float near = 0.5;
+uniform float far = 100.0;
+uniform vec3 edge_color : source_color;
+
+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) {
+ 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 + wave_time * wave_speed).r;
+ VERTEX.y += height * height_scale;
+}
+
+void fragment() {
+ float depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r;
+ float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]);
+ depth = depth + VERTEX.z;
+ float depth_blend = exp((depth + depth_offset) * -beers_law);
+ depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0);
+
+ vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend * 2.5).rgb;
+ vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend);
+ vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend * 0.5);
+
+ float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x);
+ float z_pos = edge(FRAGCOORD.z);
+ float z_dif = z_depth - z_pos;
+
+ vec2 time = (TIME * wave_direction) * time_scale;
+ vec2 time2 = (TIME * wave_2_direction) * time_scale;
+
+ vec3 normal_blend = mix(texture(texture_normal, world_pos.xz / noise_scale + time).rgb, texture(texture_normal2, world_pos.xz / noise_scale + time2).rgb, 0.5);
+
+ float fresnel = fresnel(5.0, NORMAL, VIEW);
+ vec3 surface_color = mix(albedo, albedo2, fresnel);
+ vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif));
+
+ ALBEDO = clamp(surface_color + depth_color_adj,vec3(0),vec3(1.0));
+ ALPHA = 1.0;
+ METALLIC = metallic;
+ ROUGHNESS = roughness;
+ NORMAL_MAP = normal_blend;
+} \ No newline at end of file