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