43 lines
1.4 KiB
Plaintext
43 lines
1.4 KiB
Plaintext
shader_type spatial;
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uniform vec3 color = vec3(0.1, 0.4, 0.8);
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uniform float foamHeight = 0.2;
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uniform sampler2D foamTex;
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const int WAVE_COUNT = 6;
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uniform float amplitudes[WAVE_COUNT];
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uniform float waveSpeeds[WAVE_COUNT];
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uniform float xAmplifiers[WAVE_COUNT];
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uniform float yAmplifiers[WAVE_COUNT];
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varying float yOffset;
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float calcHeight(float x, float y){
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float offset = 0.0;
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for (int i = 0; i < WAVE_COUNT; i++){
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offset += amplitudes[i] * sin((waveSpeeds[i] * TIME) + (xAmplifiers[i] * (x)) + (yAmplifiers[i] * (y)));
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}
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return offset;
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}
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void vertex() {
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yOffset = VERTEX.y;
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vec3 b = vec3(VERTEX.x, VERTEX.y + calcHeight(NODE_POSITION_WORLD.x + VERTEX.x + 0.01, NODE_POSITION_WORLD.z + VERTEX.z), VERTEX.z);
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vec3 c = vec3(VERTEX.x, VERTEX.y + calcHeight(NODE_POSITION_WORLD.x + VERTEX.x, NODE_POSITION_WORLD.z + VERTEX.z + 0.1), VERTEX.z);
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VERTEX.y += calcHeight(NODE_POSITION_WORLD.x + VERTEX.x, NODE_POSITION_WORLD.z + VERTEX.z);
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NORMAL = normalize(cross(b - VERTEX, c - VERTEX));
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yOffset += VERTEX.y;
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}
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void fragment() {
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ALBEDO = color * clamp(1.0 + yOffset, 0.2, 2);
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float strength = yOffset * texture(foamTex, UV).r;
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if (strength >= foamHeight) ALBEDO = ALBEDO + vec3(1, 1, 1) * (strength + foamHeight);
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ALPHA = 0.9;
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}
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//void light() {
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// Called for every pixel for every light affecting the material.
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// Uncomment to replace the default light processing function with this one.
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//}
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