40 lines
1.3 KiB
Plaintext
40 lines
1.3 KiB
Plaintext
shader_type spatial;
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render_mode cull_disabled;
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render_mode specular_toon;
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// render_mode shadows_disabled;
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// render_mode wireframe;
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uniform vec3 color : source_color = vec3(0.055, 0.286, 0.62);
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uniform vec3 fresnel_color : source_color = vec3(0.141, 0.447, 0.902);
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uniform float fresnel_reduction = 5.0;
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uniform float roughness : hint_range(0.0, 1.0) = 0.02;
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uniform sampler2D height_map;
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uniform sampler2D normal_map;
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uniform float height_scale = 0.0;
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uniform float noise_scale = 0.5;
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uniform vec2 wave_direction = vec2(1.0, 1.0);
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uniform float time_scale : hint_range(0.0, 1.0) = 0.1;
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varying vec2 noise_position;
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float get_fresnel(float power, vec3 normal, vec3 view) {
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return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0)), power);
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}
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void vertex() {
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vec2 wave = TIME * time_scale * wave_direction;
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noise_position = (wave + VERTEX.xz) * noise_scale + 0.5;
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float height = texture(height_map, noise_position).x - 0.5;
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VERTEX.y += height * height_scale;
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}
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void fragment() {
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// NORMAL_MAP = texture(normal_map, UV).rgb;
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NORMAL_MAP = texture(normal_map, noise_position).xyz;
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float fresnel = get_fresnel(fresnel_reduction, NORMAL, VIEW);
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RIM = 0.2;
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METALLIC = 0.0;
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ROUGHNESS = roughness * fresnel;
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ALBEDO = mix(color, fresnel_color, fresnel);
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} |