diff options
Diffstat (limited to 'godot/watershadertest.tscn')
| -rw-r--r-- | godot/watershadertest.tscn | 115 |
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 |
