shader_type canvas_item; render_mode unshaded; uniform vec4 water_top : source_color = vec4(0.055, 0.38, 0.50, 1.0); uniform vec4 water_bottom : source_color = vec4(0.018, 0.16, 0.25, 1.0); uniform vec4 caustic_color : source_color = vec4(0.66, 0.91, 0.95, 1.0); uniform float caustic_opacity : hint_range(0.0, 0.2) = 0.055; uniform float caustic_speed : hint_range(0.0, 0.2) = 0.045; uniform float bubble_opacity : hint_range(0.0, 0.25) = 0.11; float hash(float value) { return fract(sin(value * 91.713) * 43758.5453); } void fragment() { vec2 uv = UV; vec3 base = mix(water_top.rgb, water_bottom.rgb, smoothstep(0.0, 1.0, uv.y)); float slow_time = TIME * caustic_speed; float broad_wave = sin((uv.x * 8.0 + uv.y * 5.0 + slow_time) * 6.28318); float crossing_wave = sin((uv.x * 5.5 - uv.y * 7.0 - slow_time * 0.73) * 6.28318); float caustic = smoothstep(1.46, 1.88, broad_wave + crossing_wave); base += caustic_color.rgb * caustic * caustic_opacity; float sheen = (1.0 - smoothstep(0.0, 0.12, uv.y)) * 0.11; base += caustic_color.rgb * sheen; float bubbles = 0.0; for (int index = 0; index < 8; index++) { float key = float(index) + 1.0; float x = 0.08 + hash(key * 2.13) * 0.84; float phase = hash(key * 4.71); float y = 1.08 - mod(slow_time * (0.42 + hash(key) * 0.34) + phase, 1.18); float radius = 0.005 + hash(key * 8.23) * 0.008; vec2 delta = uv - vec2(x, y); delta.x *= 0.62; float distance_to_edge = abs(length(delta) - radius); bubbles += 1.0 - smoothstep(0.0015, 0.004, distance_to_edge); } base += caustic_color.rgb * min(bubbles, 1.0) * bubble_opacity; COLOR = vec4(base, 1.0); }