water-shader/Shaders/Water2.gdshader

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shader_type spatial;
render_mode world_vertex_coords;
uniform vec3 color = vec3(0.1, 0.4, 0.8);
uniform float foamHeight = 0.2;
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uniform float speed = 1.0;
uniform sampler2D foamTex;
uniform float amplitude = 0.2;
uniform float frequency = 1.0;
uniform int waveCount = 5;
uniform float amplitudeScaleFactor = 0.82;
uniform float frequencyScaleFactor = 1.18;
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uniform float dirs[40];
varying float yOffset;
float calcHeight(float x, float y){
float amp = 1.0;
float freq = 1.0;
float offset = 0.0;
for (int i = 0; i < waveCount; i++){
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offset += amplitude * amp * pow(E, sin(frequency * freq * (speed * TIME + (dirs[2 * i] * x) + (dirs[2 * i + 1] * y))));
amp *= amplitudeScaleFactor;
freq *= frequencyScaleFactor;
}
return offset;
}
void vertex() {
yOffset = VERTEX.y;
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vec3 b = vec3(VERTEX.x + 0.01, VERTEX.y + calcHeight(VERTEX.x + 0.01, VERTEX.z), VERTEX.z);
vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(VERTEX.x, VERTEX.z + 0.01), VERTEX.z + 0.01);
VERTEX.y += calcHeight(VERTEX.x, VERTEX.z);
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NORMAL = normalize(cross(c - VERTEX, b - VERTEX));
yOffset += VERTEX.y;
}
void fragment() {
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ALBEDO = color * clamp(yOffset, 0.2, 11.0);
//SPECULAR = 1.0;
float strength = yOffset * texture(foamTex, UV).r;
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if (strength >= foamHeight) ALBEDO = ALBEDO + vec3(1, 1, 1) * (strength + foamHeight);
ALPHA = 0.9;
}
//void light() {
// Called for every pixel for every light affecting the material.
// Uncomment to replace the default light processing function with this one.
//}