// this code working on godot 4.3 shader_type spatial; render_mode cull_disabled; // specular_schlick_ggx //Water Color uniform vec4 color : source_color; uniform vec4 deep_water: source_color; uniform float roughness : hint_range(0.0, 1.0) = 0.1; uniform float metallic : hint_range(0.0, 1.0) = 0; //Water Speed uniform float speed: hint_range(-1, 1) = 0.02; uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; //depth-fade uniform float beer_law_factor = 2.0; uniform float _distance = 50.0; //Water foam uniform vec4 edge_color: source_color; uniform float edge_scale = 0.1; uniform float near = 0.1; uniform float far = 100.0; //Water Wave uniform vec2 wave_direction = vec2(2.0,0.0); // Direction of wave 1 uniform vec2 wave_direction2 = vec2(0.0,1.0); // Direction of wave 2 uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025; // Rate of movement multiplied by TIME uniform float height_scale = 0.15; uniform float noise_scale = 10.0; // Water Noise uniform sampler2D noise1; uniform sampler2D noise2; uniform sampler2D wave; uniform sampler2D normalmap: hint_normal; // Varying variables 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 rim(float depth) { depth = 2.0 * depth - 1.0; return near * far / (far + depth * (near - far)); } float calc_depth_fade(float depth, mat4 projection_matrix, vec4 fragcoord, float beer_factor, float __distance, vec3 vertex) { float scene_depth = depth; scene_depth = scene_depth * 2.0 - 1.0; scene_depth = projection_matrix[3][2] / (scene_depth + projection_matrix[2][2]); scene_depth = scene_depth + vertex.z; // z is negative // application of beers law scene_depth = exp(-scene_depth * beer_factor); float screen_depth = fragcoord.z; float depth_fade = (scene_depth - screen_depth) / __distance; depth_fade = clamp(depth_fade, 0.0, 1.0); return depth_fade; } void vertex() { world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; height = texture(wave, world_pos.xz / noise_scale + TIME * time_scale).r; VERTEX.y += height * height_scale; } void fragment() { float time = TIME * speed; vec3 n1 = texture(noise1, UV + time).rgb; vec3 n2 = texture(noise2, UV - time * 0.2).rgb; vec2 uv_movement = UV * 4.0; uv_movement += TIME * speed * 4.0; float sum = (n1.r + n2.r) - 1.0; float z_depth = rim(texture(DEPTH_TEXTURE, SCREEN_UV).x); float z_pos = rim(FRAGCOORD.z); float diff = z_depth - z_pos; // depth-fade float z_depth_fade = calc_depth_fade(texture(DEPTH_TEXTURE, SCREEN_UV).x, PROJECTION_MATRIX, FRAGCOORD, beer_law_factor, _distance, VERTEX); float z_fade = rim(FRAGCOORD.z); float fade_diff = z_depth_fade - z_fade; vec4 gradientcolor = mix(color, deep_water, z_depth_fade); //If enable this line 119-120, it can caused bug for edge effect vec2 displacement = vec2(sum * 0.01); diff += displacement.x * 15.0; vec4 depth_color_adj = mix(edge_color, gradientcolor, step(edge_scale, diff)); vec4 alpha = texture(SCREEN_TEXTURE, SCREEN_UV + displacement); // Calculate Fresnel float fresnel = fresnel(2.0, NORMAL, VIEW); //vec4 surface_color = mix(color, deep_water, fresnel); float fin = 0.0; if (sum > 0.0 && sum < 0.4) fin = 0.1; if (sum > 0.4 && sum < 0.8) fin = 0.0; if (sum > 0.8) fin = 1.0; // konvertier fin in vec3 um //ALBEDO = vec3(fin) + mix(alpha.rgb, (surface_color + depth_color_adj).rgb, gradientcolor.a); ALBEDO = vec3(fin) + mix(alpha.rgb, gradientcolor.rgb, gradientcolor.a); float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r; vec4 upos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth, 1.0); vec3 pixel_position = upos.xyz / upos.w; // Adjust the edge foam calculation to include edge_scale if (VERTEX.z < pixel_position.z + 0.05 + edge_scale) { ALBEDO = vec3(edge_color.rgb); } NORMAL_MAP = texture(normalmap, uv_movement).rgb; METALLIC = metallic; ROUGHNESS = roughness; }