shader_type spatial; // Water color uniform vec4 out_color: source_color = vec4(0.0, 0.2, 1.0, 1.0); // Amount of height for each triangle uniform float amount: hint_range(0.2, 5.0, 0.1) = 0.8; // The speed of the trangles height change uniform float speed: hint_range(0.1, 5.0, 0.1) = 1; // Beer factor (used to calculate how transparent the water is going to be) if equals to 0.0 then the alpha is going to be the out_color's alpha uniform float beer_factor = 0.2; uniform float metallic = 0.6; uniform float specular = 0.5; uniform float roughness = 0.2; uniform sampler2D DEPTH_TEXTURE: hint_depth_texture;//FIX FOR GODOT 3.3+ DUE TO DEPTH_TEXTURE NAME CHANGE float generateOffset(float x, float z, float val1, float val2, float time) { float radiansX = ((mod(x + z * x * val1, amount) / amount) + (time * speed) * mod(x * 0.8 + z, 1.5)) * 2.0 * 3.14; float radiansZ = ((mod(val2 * (z * x + x * z), amount) / amount) + (time * speed) * 2.0 * mod(x, 2.0)) * 2.0 * 3.14; return amount * 0.5 * (sin(radiansZ) * cos(radiansX)); } vec3 applyDistortion(vec3 vertex, float time) { float xd = generateOffset(vertex.x, vertex.z, 0.2, 0.1, time); float yd = generateOffset(vertex.x, vertex.z, 0.1, 0.3, time); float zd = generateOffset(vertex.x, vertex.z, 0.15, 0.2, time); return vertex + vec3(xd, yd, zd); } void vertex() { VERTEX = applyDistortion(VERTEX, TIME * 0.1); } void fragment() { //NORMAL = normalize(cross(dFdx(VERTEX), dFdy(VERTEX))); OLD NORMAL METHOD (TOO DARK!!!) //NEW NORMAL METHOD THAT MAKES COLOR MORE VISIBLE vec3 world_vertex = (INV_VIEW_MATRIX * vec4(VERTEX,1.0)).xyz; NORMAL = -normalize(cross(dFdx(world_vertex), dFdy(world_vertex))); METALLIC = metallic; SPECULAR = specular; ROUGHNESS = roughness; ALBEDO = out_color.rgb; if (beer_factor != 0.0) { float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r; //depth = depth * 2.0 - 1.0; depth = PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]); depth = depth + VERTEX.z; depth = exp(-depth * beer_factor); ALPHA = clamp(1.0 - depth, 0.0, 1.0); } else { ALPHA = out_color.a; } }