File size: 18,878 Bytes
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[gd_resource type="VisualShader" load_steps=57 format=3 uid="uid://8su6ti3hlgpy"]

[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_eslgf"]
operator = 2

[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_u8qml"]

[sub_resource type="VisualShaderNodeComment" id="VisualShaderNodeComment_1n6h4"]
size = Vector2(1961.08, 947.632)
title = "Detail Noise"

[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_7wfef"]
input_name = "time"

[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_y60id"]
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_p2bsf"]
parameter_name = "detail_water_speed"
default_value_enabled = true
default_value = 0.002

[sub_resource type="VisualShaderNodeVectorOp" id="VisualShaderNodeVectorOp_ml4ab"]
default_input_values = [0, Vector2(0, 0), 1, Vector2(0, 0)]
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noise_type = 2
frequency = 0.75
fractal_type = 0
cellular_distance_function = 1
cellular_jitter = 1.0

[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_kb3i2"]
seamless = true
noise = SubResource("FastNoiseLite_ql8q5")

[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ngw8e"]
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_a6mhs"]
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default_value_enabled = true
default_value = 0.5

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[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_amub1"]
parameter_name = "water_color"
default_value_enabled = true
default_value = Color(0, 0.341783, 0.638043, 1)

[sub_resource type="VisualShaderNodeColorParameter" id="VisualShaderNodeColorParameter_3evsr"]
parameter_name = "foam_color"
default_value_enabled = true

[sub_resource type="VisualShaderNodeFloatConstant" id="VisualShaderNodeFloatConstant_40p55"]
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[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_lxkfi"]
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op_type = 5

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[sub_resource type="VisualShaderNodeFloatOp" id="VisualShaderNodeFloatOp_3yjg7"]
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[sub_resource type="VisualShaderNodeMultiplyAdd" id="VisualShaderNodeMultiplyAdd_71wjw"]
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[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_e10nc"]
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_t2kaa"]
parameter_name = "wave_scale"
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default_value = 0.2

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[sub_resource type="VisualShaderNodeFloatFunc" id="VisualShaderNodeFloatFunc_ub24v"]
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[sub_resource type="VisualShaderNodeComment" id="VisualShaderNodeComment_4o8y1"]
size = Vector2(2029.8, 1308.18)
title = "Scrolling Noise"

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input_name = "time"

[sub_resource type="VisualShaderNodeInput" id="VisualShaderNodeInput_k2mpj"]
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source = 5
texture = SubResource("NoiseTexture2D_8rwkj")

[sub_resource type="VisualShaderNodeTexture2DParameter" id="VisualShaderNodeTexture2DParameter_mjb0g"]
parameter_name = "main_noise2"

[resource]
code = "shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_toon, specular_schlick_ggx;

uniform float wave_scale = 0.20000000298023;
uniform float water_speed2 = 0.00300000002608;
uniform sampler2D main_noise2;
uniform vec4 water_color : source_color = vec4(0.000000, 0.341783, 0.638043, 1.000000);
uniform vec4 foam_color : source_color = vec4(1.000000, 1.000000, 1.000000, 1.000000);
uniform float foam_threshold = 0.5;
uniform float detail_water_speed = 0.00200000009499;
uniform sampler2D tex_frg_36;
uniform sampler2D depth_tex_frg_91 : hint_depth_texture;
uniform sampler2D tex_frg_63;
uniform sampler2D tex_frg_64;



void vertex() {
// FloatParameter:15
	float n_out15p0 = wave_scale;


// FloatParameter:6
	float n_out6p0 = water_speed2;


// Input:3
	float n_out3p0 = TIME;


// VectorOp:7
	vec2 n_out7p0 = vec2(n_out6p0) * vec2(n_out3p0);


// Input:4
	vec2 n_out4p0 = UV;


// VectorOp:5
	vec2 n_out5p0 = n_out7p0 + n_out4p0;


	vec4 n_out8p0;
// Texture2D:8
	n_out8p0 = texture(main_noise2, n_out5p0);


// VectorDecompose:14
	float n_out14p0 = vec3(n_out8p0.xyz).x;
	float n_out14p1 = vec3(n_out8p0.xyz).y;
	float n_out14p2 = vec3(n_out8p0.xyz).z;


// FloatFunc:17
	float n_out17p0 = abs(n_out14p0);


// FloatOp:16
	float n_out16p0 = n_out15p0 * n_out17p0;


// Input:10
	vec3 n_out10p0 = NORMAL;


// VectorOp:13
	vec3 n_out13p0 = vec3(n_out16p0) * n_out10p0;


// Input:11
	vec3 n_out11p0 = VERTEX;


// VectorOp:12
	vec3 n_out12p0 = n_out13p0 - n_out11p0;


// Output:0
	VERTEX = n_out12p0;


}

void fragment() {
// ColorParameter:59
	vec4 n_out59p0 = water_color;


// ColorParameter:60
	vec4 n_out60p0 = foam_color;


// FloatParameter:39
	float n_out39p0 = foam_threshold;


// FloatParameter:34
	float n_out34p0 = detail_water_speed;


// Input:31
	float n_out31p0 = TIME;


// VectorOp:33
	vec2 n_out33p0 = vec2(n_out34p0) * vec2(n_out31p0);


// Input:32
	vec2 n_out32p0 = UV;


// VectorOp:35
	vec2 n_out35p0 = n_out33p0 + n_out32p0;


// Texture2D:36
	vec4 n_out36p0 = texture(tex_frg_36, n_out35p0);


	float n_out91p0;
// ProximityFade:91
	float n_in91p0 = 1.00000;
	{
		float __depth_tex = texture(depth_tex_frg_91, SCREEN_UV).r;
		vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);
		__depth_world_pos.xyz /= __depth_world_pos.w;
		n_out91p0 = clamp(1.0 - smoothstep(__depth_world_pos.z + n_in91p0, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);
	}


// FloatFunc:62
	float n_out62p0 = 1.0 - n_out91p0;


// FloatOp:100
	float n_out100p0 = n_out36p0.x * n_out62p0;


// Input:95
	float n_out95p0 = TIME;


// MultiplyAdd:94
	float n_in94p1 = 0.40000;
	float n_out94p0 = fma(n_out95p0, n_in94p1, n_out62p0);


// FloatOp:96
	float n_in96p1 = 4.00000;
	float n_out96p0 = n_out94p0 * n_in96p1;


// FloatFunc:97
	float n_out97p0 = sin(n_out96p0);


// FloatFunc:98
	float n_out98p0 = abs(n_out97p0);


// FloatOp:99
	float n_out99p0 = n_out98p0 * n_out62p0;


// FloatOp:92
	float n_in92p1 = 48.00000;
	float n_out92p0 = pow(n_out62p0, n_in92p1);


// FloatOp:93
	float n_out93p0 = n_out99p0 + n_out92p0;


// FloatOp:101
	float n_out101p0 = n_out100p0 + n_out93p0;


// Step:55
	float n_out55p0 = step(n_out39p0, n_out101p0);


// Mix:56
	vec4 n_out56p0 = mix(n_out59p0, n_out60p0, n_out55p0);


// Mix:75
	float n_in75p0 = 0.94000;
	float n_in75p1 = 1.00000;
	float n_out75p0 = mix(n_in75p0, n_in75p1, n_out55p0);


// FloatConstant:61
	float n_out61p0 = 0.600000;


// FloatConstant:74
	float n_out74p0 = 0.600000;


// FloatConstant:72
	float n_out72p0 = 1.000000;


// Input:66
	float n_out66p0 = TIME;


// FloatOp:71
	float n_in71p1 = 0.00200;
	float n_out71p0 = n_out66p0 * n_in71p1;


// UVFunc:70
	vec2 n_in70p1 = vec2(-3.00000, -3.00000);
	vec2 n_out70p0 = vec2(n_out71p0) * n_in70p1 + UV;


// Texture2D:63
	vec4 n_out63p0 = texture(tex_frg_63, n_out70p0);


// UVFunc:68
	vec2 n_in68p1 = vec2(3.00000, 3.00000);
	vec2 n_out68p0 = vec2(n_out71p0) * n_in68p1 + UV;


// Texture2D:64
	vec4 n_out64p0 = texture(tex_frg_64, n_out68p0);


// Mix:69
	vec4 n_in69p2 = vec4(0.50000, 0.50000, 0.50000, 0.50000);
	vec4 n_out69p0 = mix(n_out63p0, n_out64p0, n_in69p2);


// VectorOp:90
	vec4 n_in90p1 = vec4(1.00000, 1.00000, 1.00000, 1.00000);
	vec4 n_out90p0 = pow(n_out69p0, n_in90p1);


// Output:0
	ALBEDO = vec3(n_out56p0.xyz);
	ALPHA = n_out75p0;
	METALLIC = n_out61p0;
	ROUGHNESS = n_out74p0;
	SPECULAR = n_out72p0;
	NORMAL_MAP = vec3(n_out90p0.xyz);


}
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