PirateTreasureHunt/BackgroundWater.tscn

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2021-06-12 23:42:38 +02:00
[gd_scene load_steps=6 format=2]
[ext_resource path="res://BackgroundWater.gd" type="Script" id=1]
[sub_resource type="Shader" id=3]
code = "shader_type canvas_item;
uniform vec4 shadow_color : hint_color;
uniform vec2 uv_offset = vec2(0, 0.);
uniform float tile_factor = 1.0;
uniform float aspect_ratio = 1.0;
uniform sampler2D texture_offset_uv : hint_black;
uniform vec2 texture_offset_scale = vec2(0.2, 0.2);
uniform float texture_offset_height = 0.1;
uniform float texture_offset_time_scale = 0.5;
uniform float sine_time_scale = 0.8;
uniform vec2 sine_offset_scale = vec2(0.4, 0.4);
uniform float sine_wave_size = 0.09;
void fragment() {
vec2 base_uv_offset = (UV + uv_offset) * texture_offset_scale;
base_uv_offset += TIME * texture_offset_time_scale;
vec2 offset_texture_uv = texture(texture_offset_uv, base_uv_offset).rg;
vec2 offset_texture_uv_with_height = offset_texture_uv * texture_offset_height;
vec2 texture_based_offset = offset_texture_uv_with_height * 2.0 - 1.0;
vec2 adjusted_uv = (UV + uv_offset) * tile_factor;
adjusted_uv.y *= aspect_ratio;
adjusted_uv += texture_based_offset;
adjusted_uv.x += sin(TIME * sine_time_scale + (adjusted_uv.x + adjusted_uv.y) * sine_offset_scale.x) * sine_wave_size;
adjusted_uv.y += cos(TIME * sine_time_scale + (adjusted_uv.x + adjusted_uv.y) * sine_offset_scale.y) * sine_wave_size;
float sine_wave_height = sin(TIME * sine_time_scale + (adjusted_uv.x + adjusted_uv.y) * sine_offset_scale.y);
float water_height = ( sine_wave_height + offset_texture_uv.g ) * 0.5;
// COLOR = vec4(vec2(offset_texture_uv), 0.0, 1.0);
COLOR = mix(texture(TEXTURE, adjusted_uv), shadow_color, water_height * 0.4);
// COLOR = vec4(vec2(adjusted_uv), 0.0, 1.0);
NORMALMAP = texture(NORMAL_TEXTURE, adjusted_uv / 5.0).rgb;
// COLOR = texture(NORMAL_TEXTURE, adjusted_uv / 5.0);
}"
[sub_resource type="ShaderMaterial" id=4]
shader = SubResource( 3 )
shader_param/shadow_color = null
shader_param/uv_offset = Vector2( 0, 0 )
shader_param/tile_factor = 1.0
shader_param/aspect_ratio = 1.0
shader_param/texture_offset_scale = Vector2( 0.2, 0.2 )
shader_param/texture_offset_height = 0.1
shader_param/texture_offset_time_scale = 0.5
shader_param/sine_time_scale = 0.8
shader_param/sine_offset_scale = Vector2( 0.4, 0.4 )
shader_param/sine_wave_size = 0.09
[sub_resource type="Image" id=5]
data = {
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"format": "RGBA8",
"height": 128,
"mipmaps": false,
"width": 128
}
[sub_resource type="ImageTexture" id=2]
image = SubResource( 5 )
size = Vector2( 128, 128 )
[node name="BackgroundWater" type="Sprite"]
material = SubResource( 4 )
rotation = 0.00356766
z_index = -1
texture = SubResource( 2 )
region_enabled = true
region_rect = Rect2( 0, 0, 2048, 1024 )
script = ExtResource( 1 )
world_offset = Vector2( 40, 0 )