2026-07-31 00:19:26 -04:00
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shader_type spatial;
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render_mode blend_mix, depth_draw_never, cull_back, unshaded, fog_disabled;
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uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
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uniform vec4 shore_color : source_color = vec4(0.475, 0.788, 0.796, 1.0);
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uniform vec4 shallow_color : source_color = vec4(0.227, 0.604, 0.663, 1.0);
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uniform vec4 deep_color : source_color = vec4(0.110, 0.345, 0.435, 1.0);
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uniform vec4 tide_wash_color : source_color = vec4(0.360, 0.720, 0.735, 1.0);
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uniform float shallow_depth : hint_range(0.1, 3.0, 0.01) = 0.70;
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uniform float deep_depth : hint_range(0.5, 12.0, 0.05) = 3.60;
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uniform float shore_depth_width : hint_range(0.02, 1.0, 0.01) = 0.16;
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uniform float shore_alpha : hint_range(0.1, 1.0, 0.01) = 0.44;
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uniform float shallow_alpha : hint_range(0.1, 1.0, 0.01) = 0.60;
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uniform float deep_alpha : hint_range(0.1, 1.0, 0.01) = 0.82;
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uniform bool tide_effect_enabled = true;
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uniform float tide_speed : hint_range(0.1, 3.0, 0.01) = 1.42;
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uniform float tide_distance : hint_range(0.0, 0.6, 0.01) = 0.30;
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uniform float tide_wash_width : hint_range(0.05, 1.0, 0.01) = 0.38;
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uniform float tide_wash_strength : hint_range(0.0, 0.3, 0.01) = 0.11;
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uniform float tide_wash_alpha_shift : hint_range(0.0, 0.15, 0.005) = 0.045;
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uniform float phase_noise_scale : hint_range(0.001, 0.5, 0.001) = 0.055;
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uniform float phase_noise_strength : hint_range(0.0, 2.0, 0.01) = 0.68;
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uniform float contour_corner_variation : hint_range(0.0, 0.15, 0.005) = 0.045;
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uniform float contour_smoothing_pixels : hint_range(0.0, 2.5, 0.05) = 1.0;
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uniform float contour_smoothing_strength : hint_range(0.0, 1.0, 0.01) = 0.72;
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uniform float contour_depth_reject : hint_range(0.05, 2.0, 0.01) = 0.60;
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uniform float shoreline_horizontal_reach : hint_range(0.05, 1.5, 0.01) = 0.32;
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uniform float contact_fade_depth : hint_range(0.0, 0.1, 0.001) = 0.018;
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uniform float open_water_drift_scale : hint_range(0.001, 0.3, 0.001) = 0.018;
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uniform vec2 open_water_drift_speed = vec2(0.010, -0.007);
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uniform float open_water_drift_strength : hint_range(0.0, 0.08, 0.001) = 0.045;
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uniform vec4 surface_mark_color : source_color = vec4(0.580, 0.850, 0.860, 1.0);
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uniform vec2 surface_mark_density = vec2(1.30, 0.90);
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uniform vec2 surface_mark_drift = vec2(0.045, -0.032);
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uniform float surface_mark_strength : hint_range(0.0, 0.3, 0.005) = 0.12;
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uniform float surface_mottle_scale : hint_range(0.01, 1.0, 0.01) = 0.11;
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uniform vec2 surface_mottle_speed = vec2(-0.018, 0.013);
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uniform float surface_mottle_strength : hint_range(0.0, 0.2, 0.005) = 0.07;
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uniform vec2 shoreline_mark_density = vec2(4.60, 3.20);
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uniform vec2 shoreline_mark_drift = vec2(0.085, -0.060);
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uniform float shoreline_mark_depth : hint_range(0.1, 2.0, 0.01) = 0.95;
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uniform float shoreline_mark_strength : hint_range(0.0, 1.0, 0.01) = 0.82;
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uniform float shoreline_base_fill : hint_range(0.0, 1.0, 0.01) = 0.32;
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uniform float shoreline_opacity_boost : hint_range(0.0, 0.5, 0.01) = 0.26;
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uniform float surface_highlight_night_floor : hint_range(0.0, 1.0, 0.01) = 0.72;
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uniform float shoreline_minimum_reach : hint_range(0.1, 1.0, 0.01) = 0.48;
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uniform float distant_alpha_start : hint_range(10.0, 2000.0, 1.0) = 260.0;
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uniform float distant_alpha_end : hint_range(20.0, 5000.0, 1.0) = 1400.0;
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uniform vec4 environment_tint : source_color = vec4(1.0);
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uniform float environment_brightness : hint_range(0.1, 1.2, 0.01) = 1.0;
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uniform vec4 weather_fog_color : source_color = vec4(0.025, 0.038, 0.045, 1.0);
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uniform float weather_fog_amount : hint_range(0.0, 1.0, 0.01) = 0.0;
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uniform float weather_fog_begin : hint_range(0.0, 500.0, 0.5) = 20.0;
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uniform float weather_fog_end : hint_range(1.0, 1000.0, 0.5) = 95.0;
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uniform float weather_fog_curve : hint_range(0.1, 4.0, 0.01) = 1.4;
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varying vec3 world_position;
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varying float surface_view_depth;
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float hash_21(vec2 point) {
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return fract(sin(dot(point, vec2(127.1, 311.7))) * 43758.5453);
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}
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float value_noise(vec2 point) {
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vec2 cell = floor(point);
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vec2 local = fract(point);
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vec2 blend = local * local * (3.0 - 2.0 * local);
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float bottom = mix(hash_21(cell), hash_21(cell + vec2(1.0, 0.0)), blend.x);
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float top = mix(
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hash_21(cell + vec2(0.0, 1.0)),
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hash_21(cell + vec2(1.0, 1.0)),
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blend.x
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);
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return mix(bottom, top, blend.y);
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}
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float block_mark(vec2 point, vec2 half_size) {
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return (
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step(abs(point.x), half_size.x)
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* step(abs(point.y), half_size.y)
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);
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}
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float blocky_mark_layer(
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vec2 flowing_grid,
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float seed,
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float occupancy_threshold
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) {
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float row = floor(flowing_grid.y);
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flowing_grid.x += mod(row, 2.0) * 0.43;
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vec2 cell = floor(flowing_grid);
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vec2 local = fract(flowing_grid) - vec2(0.5);
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vec2 jitter = vec2(
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hash_21(cell + vec2(3.7 + seed, 9.1)),
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hash_21(cell + vec2(7.3, 2.9 + seed))
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) - vec2(0.5);
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local -= jitter * vec2(0.52, 0.46);
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local = floor((local + vec2(0.5)) * 8.0) / 8.0 - vec2(0.5);
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float shape_key = hash_21(cell + vec2(13.1 + seed, 5.7));
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float size_key = hash_21(cell + vec2(1.9, 17.3 + seed));
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vec2 half_size = mix(vec2(0.10, 0.07), vec2(0.18, 0.12), size_key);
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float mark = block_mark(local, half_size);
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if (shape_key < 0.34) {
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mark = max(
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mark,
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block_mark(
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local - vec2(half_size.x * 0.8, -0.11),
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vec2(half_size.x * 0.52, 0.045)
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)
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);
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} else if (shape_key < 0.67) {
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mark *= 1.0 - block_mark(
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local - vec2(half_size.x * 0.7, 0.0),
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vec2(0.045)
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);
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} else {
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mark = max(
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mark,
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block_mark(
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local + vec2(half_size.x * 0.75, 0.10),
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vec2(0.055, 0.04)
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)
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);
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}
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return mark * step(
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occupancy_threshold,
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hash_21(cell + vec2(19.7 + seed, 23.3))
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);
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}
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vec3 reconstruct_view_position(
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vec2 screen_uv,
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float raw_depth,
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mat4 inverse_projection
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) {
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#if CURRENT_RENDERER == RENDERER_COMPATIBILITY
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vec3 ndc = vec3(screen_uv, raw_depth) * 2.0 - 1.0;
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#else
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vec3 ndc = vec3(screen_uv * 2.0 - 1.0, raw_depth);
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#endif
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vec4 view_position = inverse_projection * vec4(ndc, 1.0);
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return view_position.xyz / max(abs(view_position.w), 0.00001);
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}
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vec3 reconstruct_world_position(
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vec2 screen_uv,
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float raw_depth,
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mat4 inverse_projection,
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mat4 inverse_view
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) {
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vec3 view_position = reconstruct_view_position(
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screen_uv,
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raw_depth,
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inverse_projection
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);
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return (inverse_view * vec4(view_position, 1.0)).xyz;
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}
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float sample_water_depth(
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vec2 screen_uv,
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float water_surface_height,
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mat4 inverse_projection,
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mat4 inverse_view
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) {
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float raw_depth = texture(depth_texture, screen_uv).r;
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vec3 scene_world_position = reconstruct_world_position(
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screen_uv,
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raw_depth,
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inverse_projection,
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inverse_view
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);
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return water_surface_height - scene_world_position.y;
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}
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float contour_neighbor_weight(
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float center_depth,
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float neighbor_depth,
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float rejection_distance
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) {
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if (neighbor_depth <= 0.0) {
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return 0.0;
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}
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float safe_rejection = max(rejection_distance, 0.001);
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return 1.0 - smoothstep(
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safe_rejection * 0.35,
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safe_rejection,
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abs(neighbor_depth - center_depth)
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);
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}
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void vertex() {
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vec4 world_vertex = MODEL_MATRIX * vec4(VERTEX, 1.0);
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vec4 view_vertex = VIEW_MATRIX * world_vertex;
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world_position = world_vertex.xyz;
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surface_view_depth = -view_vertex.z;
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}
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void fragment() {
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float raw_depth = texture(depth_texture, SCREEN_UV).r;
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vec3 scene_world_position = reconstruct_world_position(
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SCREEN_UV,
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raw_depth,
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INV_PROJECTION_MATRIX,
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INV_VIEW_MATRIX
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);
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float water_depth = max(world_position.y - scene_world_position.y, 0.0);
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water_depth = min(water_depth, deep_depth * 4.0);
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float contour_depth = water_depth;
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float contour_feature_support = 1.0;
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if (tide_effect_enabled) {
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vec2 contour_texel = (
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vec2(1.0) / vec2(textureSize(depth_texture, 0))
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* contour_smoothing_pixels
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);
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float contour_depth_sum = water_depth;
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float contour_weight_sum = 1.0;
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float left_depth = sample_water_depth(
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SCREEN_UV - vec2(contour_texel.x, 0.0),
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world_position.y,
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INV_PROJECTION_MATRIX,
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INV_VIEW_MATRIX
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);
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float right_depth = sample_water_depth(
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SCREEN_UV + vec2(contour_texel.x, 0.0),
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world_position.y,
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INV_PROJECTION_MATRIX,
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INV_VIEW_MATRIX
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);
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float upper_depth = sample_water_depth(
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SCREEN_UV - vec2(0.0, contour_texel.y),
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world_position.y,
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INV_PROJECTION_MATRIX,
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INV_VIEW_MATRIX
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);
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float lower_depth = sample_water_depth(
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SCREEN_UV + vec2(0.0, contour_texel.y),
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world_position.y,
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INV_PROJECTION_MATRIX,
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INV_VIEW_MATRIX
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);
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float upper_left_depth = sample_water_depth(
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SCREEN_UV - contour_texel,
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world_position.y,
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INV_PROJECTION_MATRIX,
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INV_VIEW_MATRIX
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|
);
|
|
|
|
|
float upper_right_depth = sample_water_depth(
|
|
|
|
|
SCREEN_UV + vec2(contour_texel.x, -contour_texel.y),
|
|
|
|
|
world_position.y,
|
|
|
|
|
INV_PROJECTION_MATRIX,
|
|
|
|
|
INV_VIEW_MATRIX
|
|
|
|
|
);
|
|
|
|
|
float lower_left_depth = sample_water_depth(
|
|
|
|
|
SCREEN_UV + vec2(-contour_texel.x, contour_texel.y),
|
|
|
|
|
world_position.y,
|
|
|
|
|
INV_PROJECTION_MATRIX,
|
|
|
|
|
INV_VIEW_MATRIX
|
|
|
|
|
);
|
|
|
|
|
float lower_right_depth = sample_water_depth(
|
|
|
|
|
SCREEN_UV + contour_texel,
|
|
|
|
|
world_position.y,
|
|
|
|
|
INV_PROJECTION_MATRIX,
|
|
|
|
|
INV_VIEW_MATRIX
|
2026-07-31 16:05:44 -04:00
|
|
|
);
|
|
|
|
|
float left_weight = contour_neighbor_weight(
|
|
|
|
|
water_depth, left_depth, contour_depth_reject
|
|
|
|
|
);
|
|
|
|
|
float right_weight = contour_neighbor_weight(
|
|
|
|
|
water_depth, right_depth, contour_depth_reject
|
|
|
|
|
);
|
|
|
|
|
float upper_weight = contour_neighbor_weight(
|
|
|
|
|
water_depth, upper_depth, contour_depth_reject
|
|
|
|
|
);
|
|
|
|
|
float lower_weight = contour_neighbor_weight(
|
|
|
|
|
water_depth, lower_depth, contour_depth_reject
|
|
|
|
|
);
|
2026-08-08 00:34:06 -04:00
|
|
|
float diagonal_scale = 0.70710678;
|
|
|
|
|
float upper_left_weight = contour_neighbor_weight(
|
|
|
|
|
water_depth, upper_left_depth, contour_depth_reject
|
|
|
|
|
) * diagonal_scale;
|
|
|
|
|
float upper_right_weight = contour_neighbor_weight(
|
|
|
|
|
water_depth, upper_right_depth, contour_depth_reject
|
|
|
|
|
) * diagonal_scale;
|
|
|
|
|
float lower_left_weight = contour_neighbor_weight(
|
|
|
|
|
water_depth, lower_left_depth, contour_depth_reject
|
|
|
|
|
) * diagonal_scale;
|
|
|
|
|
float lower_right_weight = contour_neighbor_weight(
|
|
|
|
|
water_depth, lower_right_depth, contour_depth_reject
|
|
|
|
|
) * diagonal_scale;
|
2026-07-31 16:05:44 -04:00
|
|
|
contour_depth_sum += left_depth * left_weight;
|
|
|
|
|
contour_depth_sum += right_depth * right_weight;
|
|
|
|
|
contour_depth_sum += upper_depth * upper_weight;
|
|
|
|
|
contour_depth_sum += lower_depth * lower_weight;
|
2026-08-08 00:34:06 -04:00
|
|
|
contour_depth_sum += upper_left_depth * upper_left_weight;
|
|
|
|
|
contour_depth_sum += upper_right_depth * upper_right_weight;
|
|
|
|
|
contour_depth_sum += lower_left_depth * lower_left_weight;
|
|
|
|
|
contour_depth_sum += lower_right_depth * lower_right_weight;
|
|
|
|
|
float neighbor_support = (
|
|
|
|
|
left_weight
|
|
|
|
|
+ right_weight
|
|
|
|
|
+ upper_weight
|
|
|
|
|
+ lower_weight
|
|
|
|
|
+ upper_left_weight
|
|
|
|
|
+ upper_right_weight
|
|
|
|
|
+ lower_left_weight
|
|
|
|
|
+ lower_right_weight
|
|
|
|
|
);
|
2026-07-31 16:05:44 -04:00
|
|
|
contour_weight_sum += neighbor_support;
|
|
|
|
|
float smoothed_contour_depth = contour_depth_sum / contour_weight_sum;
|
|
|
|
|
contour_depth = mix(
|
|
|
|
|
water_depth,
|
|
|
|
|
smoothed_contour_depth,
|
|
|
|
|
contour_smoothing_strength
|
|
|
|
|
);
|
|
|
|
|
contour_feature_support = smoothstep(0.75, 1.75, neighbor_support);
|
|
|
|
|
}
|
|
|
|
|
|
2026-08-08 00:34:06 -04:00
|
|
|
vec2 scene_world_dx = dFdx(scene_world_position.xz);
|
|
|
|
|
vec2 scene_world_dy = dFdy(scene_world_position.xz);
|
|
|
|
|
float horizontal_dx = max(length(scene_world_dx), 0.0001);
|
|
|
|
|
float horizontal_dy = max(length(scene_world_dy), 0.0001);
|
|
|
|
|
float depth_gradient = length(vec2(
|
|
|
|
|
dFdx(water_depth) / horizontal_dx,
|
|
|
|
|
dFdy(water_depth) / horizontal_dy
|
|
|
|
|
));
|
|
|
|
|
float estimated_shore_distance = min(
|
|
|
|
|
water_depth / max(depth_gradient, 0.001),
|
|
|
|
|
shoreline_horizontal_reach * 4.0
|
|
|
|
|
);
|
|
|
|
|
float proximity_center = shoreline_horizontal_reach * 0.86;
|
|
|
|
|
float proximity_filter_width = max(
|
|
|
|
|
fwidth(estimated_shore_distance) * 1.5,
|
|
|
|
|
shoreline_horizontal_reach * 0.12
|
|
|
|
|
);
|
|
|
|
|
float shoreline_proximity = 1.0 - smoothstep(
|
|
|
|
|
max(proximity_center - proximity_filter_width, 0.0),
|
|
|
|
|
proximity_center + proximity_filter_width,
|
|
|
|
|
estimated_shore_distance
|
|
|
|
|
);
|
|
|
|
|
float contact_filter_width = max(fwidth(water_depth) * 1.5, 0.004);
|
|
|
|
|
float contact_stability = smoothstep(
|
|
|
|
|
max(contact_fade_depth - contact_filter_width, 0.0),
|
|
|
|
|
contact_fade_depth + contact_filter_width,
|
|
|
|
|
water_depth
|
|
|
|
|
);
|
|
|
|
|
|
2026-07-31 16:05:44 -04:00
|
|
|
float shallow_mix = smoothstep(0.0, shallow_depth, water_depth);
|
|
|
|
|
float deep_mix = smoothstep(shallow_depth, deep_depth, water_depth);
|
|
|
|
|
vec3 water_color = mix(shore_color.rgb, shallow_color.rgb, shallow_mix);
|
|
|
|
|
water_color = mix(water_color, deep_color.rgb, deep_mix);
|
|
|
|
|
float water_alpha = mix(shore_alpha, shallow_alpha, shallow_mix);
|
|
|
|
|
water_alpha = mix(water_alpha, deep_alpha, deep_mix);
|
|
|
|
|
|
|
|
|
|
if (tide_effect_enabled) {
|
|
|
|
|
vec2 phase_coordinates = world_position.xz * phase_noise_scale;
|
|
|
|
|
float phase_variation = (
|
|
|
|
|
value_noise(phase_coordinates)
|
|
|
|
|
+ value_noise(phase_coordinates * 0.47 + vec2(9.7, 3.1)) * 0.5
|
|
|
|
|
- 0.75
|
|
|
|
|
) * phase_noise_strength;
|
|
|
|
|
float corner_variation = (
|
|
|
|
|
value_noise(phase_coordinates * 1.73 + vec2(4.2, 13.6)) * 2.0 - 1.0
|
|
|
|
|
) * contour_corner_variation;
|
|
|
|
|
float ebb = sin(TIME * tide_speed + phase_variation) * 0.5 + 0.5;
|
|
|
|
|
float lead_threshold = shore_depth_width + ebb * tide_distance + corner_variation;
|
|
|
|
|
float tide_wash = 1.0 - smoothstep(
|
|
|
|
|
lead_threshold,
|
|
|
|
|
lead_threshold + max(tide_wash_width, 0.001),
|
|
|
|
|
contour_depth
|
|
|
|
|
);
|
|
|
|
|
tide_wash *= contour_feature_support;
|
2026-08-08 00:34:06 -04:00
|
|
|
tide_wash *= shoreline_proximity;
|
2026-07-31 16:05:44 -04:00
|
|
|
tide_wash *= 1.0 - smoothstep(shallow_depth, deep_depth, water_depth);
|
|
|
|
|
water_color = mix(
|
2026-07-31 00:19:26 -04:00
|
|
|
water_color,
|
2026-07-31 16:05:44 -04:00
|
|
|
tide_wash_color.rgb,
|
|
|
|
|
tide_wash * tide_wash_strength
|
|
|
|
|
);
|
|
|
|
|
water_alpha = min(
|
|
|
|
|
water_alpha
|
|
|
|
|
+ tide_wash * tide_wash_alpha_shift,
|
|
|
|
|
0.96
|
2026-07-31 00:19:26 -04:00
|
|
|
);
|
2026-07-31 16:05:44 -04:00
|
|
|
}
|
|
|
|
|
|
2026-08-08 00:34:06 -04:00
|
|
|
vec2 flowing_grid = (
|
|
|
|
|
world_position.xz * surface_mark_density
|
|
|
|
|
+ TIME * surface_mark_drift
|
|
|
|
|
);
|
|
|
|
|
float surface_row = floor(flowing_grid.y);
|
|
|
|
|
flowing_grid.x += mod(surface_row, 2.0) * 0.43;
|
|
|
|
|
vec2 surface_cell = floor(flowing_grid);
|
|
|
|
|
vec2 surface_local = fract(flowing_grid) - vec2(0.5);
|
|
|
|
|
vec2 surface_jitter = vec2(
|
|
|
|
|
hash_21(surface_cell + vec2(3.7, 9.1)),
|
|
|
|
|
hash_21(surface_cell + vec2(7.3, 2.9))
|
|
|
|
|
) - vec2(0.5);
|
|
|
|
|
surface_local -= surface_jitter * vec2(0.52, 0.46);
|
|
|
|
|
surface_local = (
|
|
|
|
|
floor((surface_local + vec2(0.5)) * 8.0) / 8.0
|
|
|
|
|
- vec2(0.5)
|
|
|
|
|
);
|
|
|
|
|
float surface_shape = hash_21(surface_cell + vec2(13.1, 5.7));
|
|
|
|
|
float surface_size = hash_21(surface_cell + vec2(1.9, 17.3));
|
|
|
|
|
vec2 surface_half_size = mix(
|
|
|
|
|
vec2(0.10, 0.07),
|
|
|
|
|
vec2(0.18, 0.12),
|
|
|
|
|
surface_size
|
|
|
|
|
);
|
|
|
|
|
float surface_mark = block_mark(surface_local, surface_half_size);
|
|
|
|
|
if (surface_shape < 0.34) {
|
|
|
|
|
surface_mark = max(
|
|
|
|
|
surface_mark,
|
|
|
|
|
block_mark(
|
|
|
|
|
surface_local - vec2(surface_half_size.x * 0.8, -0.11),
|
|
|
|
|
vec2(surface_half_size.x * 0.52, 0.045)
|
|
|
|
|
)
|
|
|
|
|
);
|
|
|
|
|
} else if (surface_shape < 0.67) {
|
|
|
|
|
surface_mark *= 1.0 - block_mark(
|
|
|
|
|
surface_local - vec2(surface_half_size.x * 0.7, 0.0),
|
|
|
|
|
vec2(0.045)
|
|
|
|
|
);
|
|
|
|
|
} else {
|
|
|
|
|
surface_mark = max(
|
|
|
|
|
surface_mark,
|
|
|
|
|
block_mark(
|
|
|
|
|
surface_local + vec2(surface_half_size.x * 0.75, 0.10),
|
|
|
|
|
vec2(0.055, 0.04)
|
|
|
|
|
)
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
surface_mark *= step(
|
|
|
|
|
0.22,
|
|
|
|
|
hash_21(surface_cell + vec2(19.7, 23.3))
|
|
|
|
|
);
|
|
|
|
|
float mark_visibility = mix(1.0, 0.68, deep_mix);
|
|
|
|
|
float surface_highlight = (
|
|
|
|
|
surface_mark * surface_mark_strength * mark_visibility
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
vec2 shoreline_phase_coordinates = world_position.xz * phase_noise_scale;
|
|
|
|
|
float shoreline_phase = (
|
|
|
|
|
value_noise(shoreline_phase_coordinates)
|
|
|
|
|
+ value_noise(
|
|
|
|
|
shoreline_phase_coordinates * 0.47 + vec2(9.7, 3.1)
|
|
|
|
|
) * 0.5
|
|
|
|
|
- 0.75
|
|
|
|
|
) * phase_noise_strength;
|
|
|
|
|
float shoreline_cycle = (
|
|
|
|
|
sin(TIME * tide_speed + shoreline_phase) * 0.5 + 0.5
|
|
|
|
|
);
|
|
|
|
|
float animated_shoreline_depth = shoreline_mark_depth * mix(
|
|
|
|
|
shoreline_minimum_reach,
|
|
|
|
|
1.0,
|
|
|
|
|
shoreline_cycle
|
|
|
|
|
);
|
|
|
|
|
float shoreline_mask = 1.0 - smoothstep(
|
|
|
|
|
max(animated_shoreline_depth * 0.08, 0.01),
|
|
|
|
|
max(animated_shoreline_depth, 0.02),
|
|
|
|
|
contour_depth
|
|
|
|
|
);
|
|
|
|
|
float shoreline_depth_visibility = 1.0 - smoothstep(
|
|
|
|
|
shallow_depth,
|
|
|
|
|
deep_depth,
|
|
|
|
|
water_depth
|
|
|
|
|
);
|
|
|
|
|
shoreline_mask *= shoreline_depth_visibility;
|
|
|
|
|
float shoreline_marks = max(
|
|
|
|
|
blocky_mark_layer(
|
|
|
|
|
world_position.xz * shoreline_mark_density
|
|
|
|
|
+ TIME * shoreline_mark_drift,
|
|
|
|
|
17.0,
|
|
|
|
|
0.04
|
|
|
|
|
),
|
|
|
|
|
blocky_mark_layer(
|
|
|
|
|
world_position.xz * shoreline_mark_density * 1.37
|
|
|
|
|
- TIME * shoreline_mark_drift.yx * 0.73,
|
|
|
|
|
41.0,
|
|
|
|
|
0.08
|
|
|
|
|
)
|
|
|
|
|
);
|
|
|
|
|
float shoreline_foam = shoreline_mask * mix(
|
|
|
|
|
shoreline_base_fill,
|
|
|
|
|
1.0,
|
|
|
|
|
shoreline_marks
|
|
|
|
|
);
|
|
|
|
|
shoreline_foam *= shoreline_proximity;
|
|
|
|
|
water_alpha = min(
|
|
|
|
|
water_alpha + shoreline_foam * shoreline_opacity_boost,
|
|
|
|
|
0.98
|
|
|
|
|
);
|
2026-08-13 14:53:39 -04:00
|
|
|
// Preserve most of the water layer at exact terrain contact. Fully fading
|
|
|
|
|
// it exposed the sand texture as a broken tan seam along the water plane.
|
|
|
|
|
water_alpha *= mix(0.82, 1.0, contact_stability);
|
2026-08-08 00:34:06 -04:00
|
|
|
|
|
|
|
|
float surface_mottle = value_noise(
|
|
|
|
|
world_position.xz * surface_mottle_scale
|
|
|
|
|
+ TIME * surface_mottle_speed
|
|
|
|
|
);
|
|
|
|
|
surface_mottle = floor(surface_mottle * 6.0) / 5.0;
|
|
|
|
|
water_color *= 1.0 + (
|
|
|
|
|
surface_mottle * 2.0 - 1.0
|
|
|
|
|
) * surface_mottle_strength;
|
|
|
|
|
|
2026-07-31 16:05:44 -04:00
|
|
|
vec2 drift_coordinates = (
|
|
|
|
|
world_position.xz * open_water_drift_scale
|
|
|
|
|
+ TIME * open_water_drift_speed
|
|
|
|
|
);
|
|
|
|
|
float broad_drift = value_noise(drift_coordinates) * 2.0 - 1.0;
|
|
|
|
|
water_color *= 1.0 + broad_drift * open_water_drift_strength * deep_mix;
|
|
|
|
|
|
|
|
|
|
float distant_mix = smoothstep(
|
|
|
|
|
distant_alpha_start,
|
|
|
|
|
max(distant_alpha_end, distant_alpha_start + 1.0),
|
|
|
|
|
surface_view_depth
|
|
|
|
|
);
|
|
|
|
|
water_color = mix(water_color, deep_color.rgb, distant_mix * 0.72);
|
|
|
|
|
water_alpha = mix(water_alpha, 0.96, distant_mix);
|
|
|
|
|
|
2026-08-03 16:36:34 -04:00
|
|
|
water_color *= environment_tint.rgb * environment_brightness;
|
2026-08-08 00:34:06 -04:00
|
|
|
vec3 visible_highlight_color = surface_mark_color.rgb * max(
|
|
|
|
|
environment_tint.rgb * environment_brightness,
|
|
|
|
|
vec3(surface_highlight_night_floor)
|
|
|
|
|
);
|
|
|
|
|
float visible_highlight = max(
|
|
|
|
|
surface_highlight,
|
|
|
|
|
shoreline_foam * shoreline_mark_strength
|
|
|
|
|
);
|
|
|
|
|
water_color = mix(
|
|
|
|
|
water_color,
|
|
|
|
|
visible_highlight_color,
|
|
|
|
|
clamp(visible_highlight, 0.0, 1.0)
|
|
|
|
|
);
|
2026-08-13 01:31:05 -04:00
|
|
|
float weather_fog_distance = smoothstep(
|
|
|
|
|
weather_fog_begin,
|
|
|
|
|
max(weather_fog_end, weather_fog_begin + 1.0),
|
|
|
|
|
surface_view_depth
|
|
|
|
|
);
|
|
|
|
|
weather_fog_distance = pow(
|
|
|
|
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clamp(weather_fog_distance, 0.0, 1.0),
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weather_fog_curve
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);
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float weather_fog_mix = weather_fog_amount * weather_fog_distance;
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water_color = mix(
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water_color,
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weather_fog_color.rgb,
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weather_fog_mix
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);
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water_alpha = mix(water_alpha, 0.96, weather_fog_mix);
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2026-08-03 15:44:49 -04:00
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2026-07-31 16:05:44 -04:00
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ALBEDO = water_color;
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ALPHA = clamp(water_alpha, 0.1, 0.96);
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METALLIC = 0.0;
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SPECULAR = 0.0;
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ROUGHNESS = 1.0;
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2026-07-31 00:19:26 -04:00
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}
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