netfishing/ui/title_water_background.gdshader

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shader_type canvas_item;
uniform vec4 surface_color : source_color = vec4(0.10, 0.45, 0.62, 1.0);
uniform vec4 middle_color : source_color = vec4(0.055, 0.285, 0.40, 1.0);
uniform vec4 depth_color : source_color = vec4(0.02, 0.16, 0.27, 1.0);
uniform vec2 virtual_pixel_density = vec2(320.0, 180.0);
uniform float color_step_count : hint_range(2.0, 16.0, 1.0) = 14.0;
uniform float continuous_depth_blend : hint_range(0.0, 0.25, 0.01) = 0.12;
uniform float wave_speed : hint_range(0.0, 0.5, 0.01) = 0.10;
uniform float wave_scale : hint_range(0.5, 8.0, 0.1) = 2.4;
uniform float wave_strength : hint_range(0.0, 0.05, 0.001) = 0.012;
uniform float caustic_strength : hint_range(0.0, 0.08, 0.001) = 0.018;
void fragment() {
vec2 grid_size = max(virtual_pixel_density, vec2(1.0));
vec2 pixel_uv = (floor(UV * grid_size) + vec2(0.5)) / grid_size;
float motion = TIME * wave_speed;
float broad_wave = sin(
pixel_uv.x * wave_scale + motion
);
float secondary_wave = sin(
pixel_uv.x * 1.1 + pixel_uv.y * 1.6 - motion * 0.65
);
float movement_falloff = 1.0 - pixel_uv.y * 0.75;
float depth_displacement = (
(broad_wave * 0.65 + secondary_wave * 0.35)
* wave_strength
* movement_falloff
);
float continuous_depth = clamp(
pixel_uv.y
+ depth_displacement,
0.0,
1.0
);
float depth_steps = max(2.0, floor(color_step_count));
float band_index = floor(
continuous_depth * (depth_steps - 1.0) + 0.5
);
float band_depth = band_index / (depth_steps - 1.0);
float display_depth = mix(
band_depth,
continuous_depth,
clamp(continuous_depth_blend, 0.0, 0.25)
);
vec3 water_color;
if (display_depth < 0.5) {
water_color = mix(
surface_color.rgb,
middle_color.rgb,
display_depth * 2.0
);
} else {
water_color = mix(
middle_color.rgb,
depth_color.rgb,
(display_depth - 0.5) * 2.0
);
}
float caustic_wave = clamp(
(
sin(
pixel_uv.x * 4.0
+ pixel_uv.y * 1.2
+ motion * 0.7
)
* sin(
pixel_uv.x * 1.7
- pixel_uv.y * 2.2
- motion * 0.55
)
- 0.25
) / 0.75,
0.0,
1.0
);
float caustic_level = floor(
caustic_wave * 3.0
) / 3.0;
float upper_water_mask = 1.0 - smoothstep(
0.18,
0.34,
pixel_uv.y
);
water_color += (
vec3(0.05, 0.12, 0.14)
* caustic_level
* upper_water_mask
* caustic_strength
);
COLOR = vec4(clamp(water_color, vec3(0.0), vec3(1.0)), 1.0);
}