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// Water shader from:
// https://stayathomedev.com/tutorials/3d/single-plane-water-shader/
shader_type spatial;
// PBR and color
uniform vec3 albedo : source_color;
uniform vec3 albedo2 : source_color;
uniform vec4 color_deep : source_color;
uniform vec4 color_shallow : source_color;
uniform float alpha = 0.75;
uniform float beers_law = 2.0;
uniform float depth_offset = -0.75;
uniform float metallic : hint_range(0.0, 1.0) = 0;
uniform float roughness : hint_range(0.0, 1.0) = 0.02;
uniform sampler2D wave;
uniform sampler2D texture_normal;
uniform sampler2D texture_normal2;
// Displacement
uniform vec2 wave_direction = vec2(2.0,0.0);
uniform vec2 wave_direction2 = vec2(0.0,1.0);
uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025;
uniform float noise_scale = 10.0;
uniform float height_scale = 0.15;
// Edge Detection
uniform float edge_scale = 0.1;
uniform float near = 0.5;
uniform float far = 100.0;
uniform vec3 edge_color : source_color;
varying float height;
varying vec3 world_pos;
uniform sampler2D DEPTH_TEXTURE: hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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)
{
depth = 2.0 * depth - 1.0;
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 + TIME * time_scale).r;
VERTEX.y += height * height_scale;
}
void fragment()
{
// Time calculations for wave (normal map) movement
vec2 time = (TIME * wave_direction) * time_scale;
vec2 time2 = (TIME * wave_direction2) * time_scale;
// Blend normal maps into one
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 depth_texture = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0;
float depth = PROJECTION_MATRIX[3][2] / (depth_texture + PROJECTION_MATRIX[2][2]);
float depth_blend = exp((depth+VERTEX.z + depth_offset) * -beers_law);
depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0);
float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0);
// Retrieving depth color and applying the deep and shallow colors
vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb;
vec3 depth_color = mix(color_shallow.rgb, color_deep.rgb, depth_blend_power);
vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5);
// Getting edge depth calc
float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x);
float z_pos = edge(FRAGCOORD.z);
float z_dif = z_depth - z_pos;
// Calculate Fresnel
float fresnel = fresnel(5.0, NORMAL, VIEW);
vec3 surface_color = mix(albedo, albedo2, fresnel); // Interpolate albedo values by frensel
vec3 depth_color_adj = mix(edge_color, color, step(edge_scale, z_dif));
ALBEDO = clamp(surface_color + depth_color_adj,vec3(0.0),vec3(1.0));
METALLIC = metallic;
ROUGHNESS = roughness;
NORMAL_MAP = normal_blend;
ALPHA = alpha;
}