godot_rl_Ships / WaterShader.tres
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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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op_type = 0
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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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[sub_resource type="FastNoiseLite" id="FastNoiseLite_ql8q5"]
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frequency = 0.75
fractal_type = 0
cellular_distance_function = 1
cellular_jitter = 1.0
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_kb3i2"]
seamless = true
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[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_ngw8e"]
texture = SubResource("NoiseTexture2D_kb3i2")
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_a6mhs"]
parameter_name = "foam_threshold"
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"]
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constant = 1.0
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[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_t2kaa"]
parameter_name = "wave_scale"
default_value_enabled = true
default_value = 0.2
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size = Vector2(2029.8, 1308.18)
title = "Scrolling Noise"
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input_name = "time"
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op_type = 0
[sub_resource type="VisualShaderNodeFloatParameter" id="VisualShaderNodeFloatParameter_a03y7"]
parameter_name = "water_speed2"
default_value_enabled = true
default_value = 0.003
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domain_warp_enabled = true
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seamless = true
noise = SubResource("FastNoiseLite_11yi2")
[sub_resource type="VisualShaderNodeTexture" id="VisualShaderNodeTexture_5gkum"]
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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