shader_type spatial; render_mode cull_disabled, depth_draw_always; uniform vec4 wave1 = vec4(0.5,0.5,0.5,1.0); uniform vec2 wave1_dir = vec2(1.0,0.0); uniform vec4 wave2 = vec4(0.5,0.5,0.5,1.0); uniform vec2 wave2_dir = vec2(1.0,0.0); uniform vec4 wave3 = vec4(0.5,0.5,0.5,1.0); uniform vec2 wave3_dir = vec2(1.0,0.0); uniform vec4 water_colour: hint_color; uniform vec4 deep_water_colour : hint_color; uniform sampler2D noise; uniform float foam_amount = 0.6; uniform float murkiness = 4.0; uniform float refraction_amount = 0.01; varying float vertex_y; vec3 gerstner_wave(vec4 wave, vec2 wave_dir, vec3 pos, inout vec3 tangent, inout vec3 binormal) { float steepness = wave.x; float k = wave.y; float a = wave.z; float t = wave.w; vec2 d = normalize(wave_dir); float f = k * (dot(d,pos.xz) - t); float tmp1 = steepness * sin(f); float tmp2 = steepness * cos(f); tangent += vec3( -d.x * d.x * tmp1, d.x * tmp2, -d.x * d.y * tmp1 ); binormal += vec3( -d.x * d.y * tmp1, d.y * tmp2, -d.y * d.y * tmp1 ); float tmp3 = a * cos(f); vec3 new_pos = vec3( d.x * tmp3, a * sin(f), d.y * tmp3 ); return new_pos; } void vertex() { vec3 global_vertex = (WORLD_MATRIX * vec4(VERTEX,1.0)).xyz; TANGENT = vec3(1.0,0.0,0.0); BINORMAL = vec3(0.0,0.0,1.0); VERTEX += gerstner_wave(wave1,wave1_dir,global_vertex,TANGENT,BINORMAL); VERTEX += gerstner_wave(wave2,wave2_dir,global_vertex,TANGENT,BINORMAL); VERTEX += gerstner_wave(wave3,wave3_dir,global_vertex,TANGENT,BINORMAL); vertex_y = VERTEX.y; NORMAL = normalize(cross(BINORMAL,TANGENT)); } float get_depth(vec2 coords, sampler2D tex, mat4 proj) { float depth = texture(tex, coords).r; vec3 depth_coords_clip = vec3(coords, depth); depth_coords_clip = depth_coords_clip * 2.0 - 1.0; vec4 depth_coords_view = proj * vec4(depth_coords_clip,1.0); depth_coords_view.xyz /= depth_coords_view.w; depth = -depth_coords_view.z; return depth; } void fragment() { ALPHA = 1.0; SPECULAR = 0.4; ROUGHNESS = 0.05; NORMALMAP = texture(noise, UV + (TIME * vec2(-1.0,0.0) * 0.05)).xyz; NORMALMAP_DEPTH = 0.3; float depth = get_depth(SCREEN_UV, DEPTH_TEXTURE, INV_PROJECTION_MATRIX); float water_depth = -VERTEX.z; float submersion = depth - water_depth; vec4 water_color = mix(deep_water_colour, water_colour, clamp(vertex_y,0.0,1.0)); float foam = clamp((foam_amount - submersion) / foam_amount, 0.0, 1.0); ALBEDO = mix(water_color, vec4(1.0), foam).rgb; vec3 oriented_normalmap = vec3(TANGENT*NORMALMAP.x + NORMAL*NORMALMAP.y + BINORMAL*NORMALMAP.z); vec3 normal = normalize(mix(NORMAL,oriented_normalmap,NORMALMAP_DEPTH)); vec2 refraction_uv = SCREEN_UV + (normal.xz * (refraction_amount / exp(water_depth/20.0))); float murky = murkiness * ROUGHNESS; depth = get_depth(refraction_uv, DEPTH_TEXTURE, INV_PROJECTION_MATRIX); submersion = depth - water_depth; murky *= submersion; float depth_visibility = 0.0; if(submersion >= 0.0) { depth_visibility = exp(-murky); depth_visibility = clamp(depth_visibility,0.0,1.0); } float depth_scatter = exp(murky); vec4 bg_color = textureLod(SCREEN_TEXTURE, refraction_uv, depth_scatter); EMISSION = mix(water_color, bg_color, depth_visibility).rgb * (1.0 - water_color.a); }