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-rw-r--r--godot/watershadertest.tscn115
1 files changed, 0 insertions, 115 deletions
diff --git a/godot/watershadertest.tscn b/godot/watershadertest.tscn
deleted file mode 100644
index 2c370d9..0000000
--- a/godot/watershadertest.tscn
+++ /dev/null
@@ -1,115 +0,0 @@
-[gd_scene load_steps=10 format=2]
-
-[sub_resource type="Shader" id=1]
-code = "shader_type spatial;
-render_mode unshaded;
-
-uniform vec4 deep_color : hint_color;
-uniform vec4 shallow_color : hint_color = vec4(1);
-
-uniform float refraction_speed = 0.25;
-uniform float refraction_strength = 1.0;
-
-uniform float foam_amount = 1.0;
-uniform float foam_cutoff = 1.0;
-uniform vec4 foam_color : hint_color = vec4(1);
-
-uniform float displacement_strength = 0.25;
-
-uniform float depth_distance = 1.0;
-
-uniform vec2 movement_direction = vec2(1,0);
-
-uniform sampler2D refraction_noise : hint_normal;
-uniform sampler2D foam_noise : hint_black_albedo;
-uniform sampler2D displacement_noise : hint_black;
-
-void vertex() {
- float displacement = textureLod(
- displacement_noise,
- UV + (TIME * movement_direction) * refraction_speed,
- 0.0).r * 2.0 - 1.0;
-
- VERTEX.y += displacement * displacement_strength;
-}
-
-void fragment() {
- vec2 uv = SCREEN_UV + refraction_strength
- * (texture(refraction_noise, UV + (TIME * movement_direction) * refraction_speed).rg
- * 2.0 - 1.0);
-
- float real_depth = texture(DEPTH_TEXTURE, SCREEN_UV).r * 2.0 - 1.0;
- real_depth = PROJECTION_MATRIX[3][2] / (real_depth + PROJECTION_MATRIX[2][2]) + VERTEX.z;
-
- // Get the raw linear depth from the depth texture into a [-1, 1] range
- float depth = texture(DEPTH_TEXTURE, uv).r * 2.0 - 1.0;
- // Recreate linear depth of the intersecting geometry using projection matrix, and subtract the vertex of the sphere
- depth = PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]) + VERTEX.z;
-
- depth = max(depth, real_depth);
-
- float intersection = clamp(depth / foam_amount, 0, 1) * foam_cutoff;
-
- vec4 out_color = mix(shallow_color, deep_color, clamp((depth / depth_distance), 0, 1));
- vec4 scene_color = texture(SCREEN_TEXTURE, uv);
- out_color = mix(scene_color, out_color, out_color.a);
-
- vec3 foam = step(intersection,
- texture(foam_noise, UV + (TIME * movement_direction) * refraction_speed).rgb)
- * foam_color.rgb;
-
- ALBEDO = out_color.rgb + foam;
-}"
-
-[sub_resource type="OpenSimplexNoise" id=4]
-
-[sub_resource type="NoiseTexture" id=5]
-flags = 3
-width = 1024
-height = 1024
-noise = SubResource( 4 )
-
-[sub_resource type="OpenSimplexNoise" id=6]
-
-[sub_resource type="NoiseTexture" id=7]
-width = 1024
-height = 1024
-noise = SubResource( 6 )
-
-[sub_resource type="OpenSimplexNoise" id=8]
-
-[sub_resource type="NoiseTexture" id=9]
-width = 1024
-height = 1024
-noise = SubResource( 8 )
-
-[sub_resource type="ShaderMaterial" id=2]
-shader = SubResource( 1 )
-shader_param/deep_color = Color( 0.00784314, 0, 0.196078, 1 )
-shader_param/shallow_color = Color( 0.65098, 1, 1, 1 )
-shader_param/refraction_speed = 0.25
-shader_param/refraction_strength = 1.0
-shader_param/foam_amount = 1.0
-shader_param/foam_cutoff = 1.0
-shader_param/foam_color = Color( 1, 1, 1, 1 )
-shader_param/displacement_strength = 0.25
-shader_param/depth_distance = 5.0
-shader_param/movement_direction = Vector2( 1, 0 )
-shader_param/refraction_noise = SubResource( 9 )
-shader_param/foam_noise = SubResource( 7 )
-shader_param/displacement_noise = SubResource( 5 )
-
-[sub_resource type="PlaneMesh" id=3]
-material = SubResource( 2 )
-subdivide_width = 512
-subdivide_depth = 512
-
-[node name="Spatial" type="Spatial"]
-
-[node name="MeshInstance" type="MeshInstance" parent="."]
-transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.182733, -0.0156302 )
-mesh = SubResource( 3 )
-
-[node name="OmniLight" type="OmniLight" parent="."]
-transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.336934, 0 )
-omni_range = 0.949787