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-rw-r--r--Wave.gdshader101
1 files changed, 0 insertions, 101 deletions
diff --git a/Wave.gdshader b/Wave.gdshader
deleted file mode 100644
index 9e4aff3..0000000
--- a/Wave.gdshader
+++ /dev/null
@@ -1,101 +0,0 @@
-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;
-
-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));
-}
-
-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 = texture(DEPTH_TEXTURE, SCREEN_UV).r;
- vec3 depth_coords_clip = vec3(SCREEN_UV, depth);
- depth_coords_clip = depth_coords_clip * 2.0 - 1.0;
- vec4 depth_coords_view = INV_PROJECTION_MATRIX * vec4(depth_coords_clip,1.0);
- depth_coords_view.xyz /= depth_coords_view.w;
- depth = -depth_coords_view.z;
- 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 * 0.005);
- float murky = murkiness * ROUGHNESS;
- murky *= submersion;
- float depth_scatter = exp(murky);
- float depth_visibility = exp(-murky);
- depth_visibility = clamp(depth_visibility,0.0,1.0);
- vec4 bg_color = textureLod(SCREEN_TEXTURE, refraction_uv, depth_scatter);
- EMISSION = mix(water_color, bg_color, depth_visibility).rgb * (1.0 - water_color.a);
-}