shader_type spatial; uniform vec3 albedo : source_color; uniform vec3 albedo2 : source_color; uniform float metallic : hint_range(0.0, 1.0, 0.01) = 0; uniform float roughness : hint_range(0.0, 1.0, 0.01) = 0.02; uniform sampler2D texture_normal; uniform sampler2D texture_normal2; uniform vec2 wave_direction = vec2(0.0, 0.0); uniform vec2 wave_direction2 = vec2(0.0, 0.0); uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest; uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; uniform vec4 color_deep : source_color; uniform vec4 color_shallow : source_color; uniform float beers_law = 2.0; uniform float depth_offset = -0.75; uniform float depth_color_change = 5.0; uniform float edge_scale = 0.1; uniform float near = 1.0; uniform float far = 100.0; uniform vec3 edge_color : source_color; uniform sampler2D waves; uniform float noise_scale = 10.0; uniform float height_scale = 0.15; varying float height; varying vec3 world_pos; 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 = 1.0 - 2.0*depth; return near * far / (far + depth * (near - far)); } void vertex() { world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; height = texture(waves, world_pos.xz / noise_scale + TIME * time_scale).r; VERTEX.y += height * height_scale; } void fragment() { float depth_tex = clamp(pow(texture(depth_texture, SCREEN_UV).r * depth_color_change, 5.0), 0.0, 1.0); float depth = PROJECTION_MATRIX[3][2] / (clamp(depth_tex, 0.0, 1.0) + 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); vec3 screen_color = textureLod(screen_texture, SCREEN_UV, 0.0).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); float z_depth = edge(texture(depth_texture, SCREEN_UV).x); float z_pos = edge(FRAGCOORD.z); float z_dif = z_depth - z_pos; vec2 time = (TIME * wave_direction) * time_scale; vec2 time2 = (TIME * wave_direction2) * time_scale; vec3 normal = mix(texture(texture_normal, world_pos.xz/(noise_scale*2.0) + time).rgb, texture(texture_normal2, world_pos.xz/noise_scale + time2).rgb, 0.5); float fresnel_alpha = fresnel(5.0, NORMAL, VIEW); vec3 surface_color = mix(albedo, albedo2, fresnel_alpha); vec3 surface_and_depth_color = mix(surface_color, color, 0.75); vec3 with_edges = mix(edge_color, surface_color, step(edge_scale, z_dif)); ALBEDO = vec3(surface_color); METALLIC = metallic; ROUGHNESS = roughness; NORMAL_MAP = normal; } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}