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Brachistochrone/addons/Assets/Shader/water.gdshader
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scorpion21211-cmd 965f0d7584 Initial commit
2026-10-03 23:29:41 -04:00

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shader_type spatial;
uniform vec3 albedo : source_color;
uniform vec3 albedo_fresnel : source_color;
uniform float metallic : hint_range(0.0,1.0) = 0;
uniform float roughness : hint_range(0.0,1.0) = 0.02;
uniform float transparency : hint_range(0.0,1.0) = 0.9;
uniform sampler2D texture_normal;
uniform sampler2D texture_normal2;
uniform vec2 wave_direction = vec2(2.0,0.0);
uniform vec2 wave_direction2 = vec2(0.0,1.0);
uniform float time_scale : hint_range(0.0, 0.2, 0.005) = 0.025;
void vertex() {
// Called for every vertex the material is visible on.
}
float fresnel(float amount, vec3 normal, vec3 view)
{
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
void fragment() {
// Time calculations for wave/normal map movement
vec2 time = (TIME * wave_direction) * time_scale;
vec2 time2 = (TIME * wave_direction2) * time_scale;
// Blend normal meps into one
vec3 normal_blend = mix(texture(texture_normal,UV + time).rgb, texture(texture_normal2,UV + time2).rgb, 0.5);
// Fresnel
float fresnel = fresnel(5.0, NORMAL, VIEW);
vec3 surface_color = mix(albedo, albedo_fresnel, fresnel); // INterpolate albedo values by fresnel
ALBEDO = surface_color;
METALLIC = metallic;
ROUGHNESS = roughness;
NORMAL_MAP = normal_blend;
ALPHA = transparency;
}
//void light() {
// Called for every pixel for every light affecting the material.
// Uncomment to replace the default light processing function with this one.
//}