shader_type spatial; //render_mode specular_phong, cull_disabled; uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform float speed: hint_range(-1, 1) = 0.0; uniform sampler2D noise1; uniform sampler2D noise2; uniform sampler2D normalmap: hint_normal; uniform vec4 color = vec4(0.0352941, 0.658824, 0.929412, 0.635294); uniform vec4 deep_water = vec4(0.14902, 0.329412, 0.501961, 1); //depth-fade var uniform float beer_law_factor = 2.0; uniform float _distance = 0.0; //foam var uniform vec4 edge_color = vec4(1); uniform float edge_scale = 0.25; uniform float near = 0.1; uniform float far = 100.f; // wave var uniform vec2 wave_strength = vec2(0.5, 0.25); uniform vec2 wave_frequ = vec2(12.0, 12.0); uniform vec2 time_factor = vec2(1.0, 2.0); float waves(vec2 pos, float time) { return (wave_strength.y * sin(pos.y * wave_frequ.y + time * time_factor.y)) + (wave_strength.x * sin(pos.x * wave_frequ.x + time * time_factor.x)); } void vertex() { VERTEX.y += waves(VERTEX.xy, TIME); } float rim(float depth) { depth = 2.0f * depth - 1.0f; return near * far / (far + depth * (near - far)); } float calc_depth_fade(float depth, mat4 projection_matrix, vec4 fragcoord, float beer_factor, float __distance, vec3 vertex) { float scene_depth = depth; scene_depth = scene_depth * 2.0 - 1.0; scene_depth = projection_matrix[3][2] / (scene_depth + projection_matrix[2][2]); scene_depth = scene_depth + vertex.z; // z is negative // application of beers law scene_depth = exp(-scene_depth * beer_factor); float screen_depth = fragcoord.z; float depth_fade = (scene_depth - screen_depth) / __distance; depth_fade = clamp(depth_fade, 0.0, 1.0); return depth_fade; } void fragment() { float time = TIME * speed; vec3 n1 = texture(noise1, UV + time).rgb; vec3 n2 = texture(noise2, UV - time * 0.2).rgb; vec2 uv_movement = UV * 4.0f; uv_movement += TIME * speed * 4.0f; float sum = (n1.r + n2.r) - 1.0f; float z_depth = rim(texture(DEPTH_TEXTURE, SCREEN_UV).x); float z_pos = rim(FRAGCOORD.z); float diff = z_depth - z_pos; // depth-fade float z_depth_fade = calc_depth_fade(texture(DEPTH_TEXTURE, SCREEN_UV).x, PROJECTION_MATRIX, FRAGCOORD, beer_law_factor, _distance, VERTEX); float z_fade = rim(FRAGCOORD.z); float fade_diff = z_depth_fade - z_fade; vec4 gradientcolor = mix(color, deep_water, z_depth_fade); vec2 displacement = vec2(sum * 0.1); diff += displacement.x * 70.0f; vec4 col = mix(edge_color, gradientcolor, step(edge_scale, diff)); vec4 alpha = texture(SCREEN_TEXTURE, SCREEN_UV + displacement); float fin = 0.0; if (sum > 0.0 && sum < 0.4) fin = 0.1; if (sum > 0.4 && sum < 0.8) fin = 0.0; if (sum > 0.8) fin = 1.0f; // konvertier fin in vec3 um ALBEDO = vec3(fin) + mix(alpha.rgb, col.rgb, gradientcolor.a); //NORMALMAP = texture(normalmap, uv_movement).rgb; ROUGHNESS = 0.1; }