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; }