shader_type spatial; render_mode world_vertex_coords; uniform vec3 color = vec3(0.1, 0.4, 0.8); uniform float foamHeight = 0.2; 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; uniform float dirs[40]; uniform sampler2D depth: hint_depth_texture; 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++){ 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; 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); NORMAL = normalize(cross(c - VERTEX, b - VERTEX)); yOffset += VERTEX.y; } void fragment() { ALBEDO = color * clamp(yOffset, 0.2, 11.0); //SPECULAR = 1.0; float strength = yOffset * texture(foamTex, UV).r; if (strength >= foamHeight) ALBEDO = ALBEDO + vec3(1, 1, 1) * (strength + foamHeight); ALPHA = 0.9; float dep = texture(depth, SCREEN_UV).x; vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, dep); vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); view.xyz /= view.w; float linear_depth = -view.z; float object_depth = FRAGCOORD.z; vec3 object_ndc = vec3(SCREEN_UV * 2.0 - 1.0, object_depth); vec4 object_view = INV_PROJECTION_MATRIX * vec4(object_ndc, 1.0); object_view.xyz /= object_view.w; float linear_object_depth = -object_view.z; if (linear_depth - linear_object_depth < 1.0){ discard; //ALPHA = 0.9 * clamp(linear_depth - linear_object_depth - 0.7, 0.0, 1.0); } } //void light() { // Called for every pixel for every light affecting the material. // Uncomment to replace the default light processing function with this one. //}