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- Shader Água movimentada piscina godot 4
- shader_type canvas_item;
- uniform vec4 WATER_COL : source_color = vec4(0.176471, 0.635294, 0.85098, 1.0);
- uniform vec4 WATER2_COL : source_color = vec4(0.0588235, 0.529412, 0.776471, 1.0);
- uniform vec4 FOAM_COL : source_color = vec4(0.87451, 0.988235, 1, 1.0);
- uniform float distortion_speed = 2.0;
- uniform vec2 tile = vec2(5.0, 5.0);
- uniform vec2 offset = vec2(0, 0);
- const float TWOPI = 6.283185307;
- const float SIXPI = 18.84955592;
- float circ(vec2 pos, vec2 c, float s)
- {
- c = abs(pos - c);
- c = min(c, 1.0 - c);
- return smoothstep(0.0, 0.002, sqrt(s) - sqrt(dot(c, c))) * -1.0;
- }
- float waterlayer(vec2 uv)
- {
- uv = mod(uv, 1.0); // Clamp to [0..1]
- float ret = 1.0;
- ret += circ(uv, vec2(0.37378, 0.277169), 0.0268181);
- ret += circ(uv, vec2(0.0317477, 0.540372), 0.0193742);
- ret += circ(uv, vec2(0.430044, 0.882218), 0.0232337);
- ret += circ(uv, vec2(0.641033, 0.695106), 0.0117864);
- ret += circ(uv, vec2(0.0146398, 0.0791346), 0.0299458);
- ret += circ(uv, vec2(0.43871, 0.394445), 0.0289087);
- ret += circ(uv, vec2(0.909446, 0.878141), 0.028466);
- ret += circ(uv, vec2(0.310149, 0.686637), 0.0128496);
- ret += circ(uv, vec2(0.928617, 0.195986), 0.0152041);
- ret += circ(uv, vec2(0.0438506, 0.868153), 0.0268601);
- ret += circ(uv, vec2(0.308619, 0.194937), 0.00806102);
- ret += circ(uv, vec2(0.349922, 0.449714), 0.00928667);
- ret += circ(uv, vec2(0.0449556, 0.953415), 0.023126);
- ret += circ(uv, vec2(0.117761, 0.503309), 0.0151272);
- ret += circ(uv, vec2(0.563517, 0.244991), 0.0292322);
- ret += circ(uv, vec2(0.566936, 0.954457), 0.00981141);
- ret += circ(uv, vec2(0.0489944, 0.200931), 0.0178746);
- ret += circ(uv, vec2(0.569297, 0.624893), 0.0132408);
- ret += circ(uv, vec2(0.298347, 0.710972), 0.0114426);
- ret += circ(uv, vec2(0.878141, 0.771279), 0.00322719);
- ret += circ(uv, vec2(0.150995, 0.376221), 0.00216157);
- ret += circ(uv, vec2(0.119673, 0.541984), 0.0124621);
- ret += circ(uv, vec2(0.629598, 0.295629), 0.0198736);
- ret += circ(uv, vec2(0.334357, 0.266278), 0.0187145);
- ret += circ(uv, vec2(0.918044, 0.968163), 0.0182928);
- ret += circ(uv, vec2(0.965445, 0.505026), 0.006348);
- ret += circ(uv, vec2(0.514847, 0.865444), 0.00623523);
- ret += circ(uv, vec2(0.710575, 0.0415131), 0.00322689);
- ret += circ(uv, vec2(0.71403, 0.576945), 0.0215641);
- ret += circ(uv, vec2(0.748873, 0.413325), 0.0110795);
- ret += circ(uv, vec2(0.0623365, 0.896713), 0.0236203);
- ret += circ(uv, vec2(0.980482, 0.473849), 0.00573439);
- ret += circ(uv, vec2(0.647463, 0.654349), 0.0188713);
- ret += circ(uv, vec2(0.651406, 0.981297), 0.00710875);
- ret += circ(uv, vec2(0.428928, 0.382426), 0.0298806);
- ret += circ(uv, vec2(0.811545, 0.62568), 0.00265539);
- ret += circ(uv, vec2(0.400787, 0.74162), 0.00486609);
- ret += circ(uv, vec2(0.331283, 0.418536), 0.00598028);
- ret += circ(uv, vec2(0.894762, 0.0657997), 0.00760375);
- ret += circ(uv, vec2(0.525104, 0.572233), 0.0141796);
- ret += circ(uv, vec2(0.431526, 0.911372), 0.0213234);
- ret += circ(uv, vec2(0.658212, 0.910553), 0.000741023);
- ret += circ(uv, vec2(0.514523, 0.243263), 0.0270685);
- ret += circ(uv, vec2(0.0249494, 0.252872), 0.00876653);
- ret += circ(uv, vec2(0.502214, 0.47269), 0.0234534);
- ret += circ(uv, vec2(0.693271, 0.431469), 0.0246533);
- ret += circ(uv, vec2(0.415, 0.884418), 0.0271696);
- ret += circ(uv, vec2(0.149073, 0.41204), 0.00497198);
- ret += circ(uv, vec2(0.533816, 0.897634), 0.00650833);
- ret += circ(uv, vec2(0.0409132, 0.83406), 0.0191398);
- ret += circ(uv, vec2(0.638585, 0.646019), 0.0206129);
- ret += circ(uv, vec2(0.660342, 0.966541), 0.0053511);
- ret += circ(uv, vec2(0.513783, 0.142233), 0.00471653);
- ret += circ(uv, vec2(0.124305, 0.644263), 0.00116724);
- ret += circ(uv, vec2(0.99871, 0.583864), 0.0107329);
- ret += circ(uv, vec2(0.894879, 0.233289), 0.00667092);
- ret += circ(uv, vec2(0.246286, 0.682766), 0.00411623);
- ret += circ(uv, vec2(0.0761895, 0.16327), 0.0145935);
- ret += circ(uv, vec2(0.949386, 0.802936), 0.0100873);
- ret += circ(uv, vec2(0.480122, 0.196554), 0.0110185);
- ret += circ(uv, vec2(0.896854, 0.803707), 0.013969);
- ret += circ(uv, vec2(0.292865, 0.762973), 0.00566413);
- ret += circ(uv, vec2(0.0995585, 0.117457), 0.00869407);
- ret += circ(uv, vec2(0.377713, 0.00335442), 0.0063147);
- ret += circ(uv, vec2(0.506365, 0.531118), 0.0144016);
- ret += circ(uv, vec2(0.408806, 0.894771), 0.0243923);
- ret += circ(uv, vec2(0.143579, 0.85138), 0.00418529);
- ret += circ(uv, vec2(0.0902811, 0.181775), 0.0108896);
- ret += circ(uv, vec2(0.780695, 0.394644), 0.00475475);
- ret += circ(uv, vec2(0.298036, 0.625531), 0.00325285);
- ret += circ(uv, vec2(0.218423, 0.714537), 0.00157212);
- ret += circ(uv, vec2(0.658836, 0.159556), 0.00225897);
- ret += circ(uv, vec2(0.987324, 0.146545), 0.0288391);
- ret += circ(uv, vec2(0.222646, 0.251694), 0.00092276);
- ret += circ(uv, vec2(0.159826, 0.528063), 0.00605293);
- return max(ret, 0.0);
- }
- vec3 water(vec2 uv, vec3 cdir, float iTime)
- {
- uv *= vec2(0.25);
- // Parallax height distortion with two directional waves at
- // slightly different angles.
- vec2 a = 0.025 * cdir.xz / cdir.y; // Parallax offset
- float h = sin(uv.x + iTime); // Height at UV
- uv += a * h;
- h = sin(0.841471 * uv.x - 0.540302 * uv.y + iTime);
- uv += a * h;
- // Texture distortion
- float d1 = mod(uv.x + uv.y, TWOPI);
- float d2 = mod((uv.x + uv.y + 0.25) * 1.3, SIXPI);
- d1 = iTime * 0.07 + d1;
- d2 = iTime * 0.5 + d2;
- vec2 dist = vec2(
- sin(d1) * 0.15 + sin(d2) * 0.05,
- cos(d1) * 0.15 + cos(d2) * 0.05
- );
- vec3 ret = mix(WATER_COL.rgb, WATER2_COL.rgb, waterlayer(uv + dist.xy));
- ret = mix(ret, FOAM_COL.rgb, waterlayer(vec2(1.0) - uv - dist.yx));
- return ret;
- }
- varying vec2 globalposition;
- void vertex(){
- globalposition = (MODEL_MATRIX * vec4(VERTEX, 0.0, 1.0)).xy;
- }
- void fragment() {
- vec2 uv = globalposition / 32.0;
- COLOR.rgb = vec3(water(uv * tile + offset, vec3(0,1,0), TIME * distortion_speed));
- }
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OUTRO SHADER INTERESSANTE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- shader_type canvas_item;
- uniform int OCTAVE = 6;
- uniform float mulscale = 5.0;
- uniform float height = 0.6;
- uniform float tide = 0.1;
- uniform float foamthickness = 0.1;
- uniform float timescale = 1.0;
- uniform float waterdeep = 0.3;
- uniform vec4 WATER_COL : source_color = vec4(0.04, 0.38, 0.88, 1.0);
- uniform vec4 WATER2_COL : source_color = vec4(0.04, 0.35, 0.78, 1.0);
- uniform vec4 FOAM_COL : source_color = vec4(0.8125, 0.9609, 0.9648, 1.0);
- float rand(vec2 input){
- return fract(sin(dot(input,vec2(23.53,44.0)))*42350.45);
- }
- float perlin(vec2 input){
- vec2 i = floor(input);
- vec2 j = fract(input);
- vec2 coord = smoothstep(0.,1.,j);
- float a = rand(i);
- float b = rand(i+vec2(1.0,0.0));
- float c = rand(i+vec2(0.0,1.0));
- float d = rand(i+vec2(1.0,1.0));
- return mix(mix(a,b,coord.x),mix(c,d,coord.x),coord.y);
- }
- float fbm(vec2 input){
- float value = 0.0;
- float scale = 0.5;
- for(int i = 0; i < OCTAVE; i++){
- value += perlin(input)*scale;
- input*=2.0;
- scale*=0.5;
- }
- return value;
- }
- void fragment(){
- float newtime = TIME*timescale;
- float fbmval = fbm(vec2(UV.x*mulscale+0.2*sin(0.3*newtime)+0.15*newtime,-0.05*newtime+UV.y*mulscale+0.1*cos(0.68*newtime)));
- float fbmvalshadow = fbm(vec2(UV.x*mulscale+0.2*sin(-0.6*newtime + 25.0 * UV.y)+0.15*newtime+3.0,-0.05*newtime+UV.y*mulscale+0.13*cos(-0.68*newtime))-7.0+0.1*sin(0.43*newtime));
- float myheight = height+tide*sin(newtime+5.0*UV.x-8.0*UV.y);
- float shadowheight = height+tide*1.3*cos(newtime+2.0*UV.x-2.0*UV.y);
- float withinFoam = step(myheight, fbmval)*step(fbmval, myheight + foamthickness);
- float shadow = (1.0-withinFoam)*step(shadowheight, fbmvalshadow)*step(fbmvalshadow, shadowheight + foamthickness * 0.7);
- COLOR = withinFoam*FOAM_COL + shadow*WATER2_COL + ((1.0-withinFoam)*(1.0-shadow))*WATER_COL;
- //COLOR = vec4(1.0,1.0,1.0,fbmval);
- }
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OUTRO SHADER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- shader_type canvas_item;
- #define iResolution 1.0/SCREEN_PIXEL_SIZE
- #define iTime TIME
- #define fragColor COLOR
- uniform float uv_scale : hint_range(0.0, 10.0, 0.1) = 1.0;
- uniform float color_alpha : hint_range(0.0, 1.0, 0.1) = 1.0;
- vec2 hash( vec2 p ) // replace this by something better
- {
- p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );
- return -1.0 + 2.0*fract(sin(p)*43758.5453123);
- }
- float noise( in vec2 p )
- {
- const float K1 = 0.366025404; // (sqrt(3)-1)/2;
- const float K2 = 0.211324865; // (3-sqrt(3))/6;
- vec2 i = floor( p + (p.x+p.y)*K1 );
- vec2 a = p - i + (i.x+i.y)*K2;
- float m = step(a.y,a.x);
- vec2 o = vec2(m,1.0-m);
- vec2 b = a - o + K2;
- vec2 c = a - 1.0 + 2.0*K2;
- vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
- vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
- return dot( n, vec3(70.0) );
- }
- #define MAX_WAVES 4
- #define SUPERPOSITION 4
- #define TAU 6.28318
- #define PHI 1.618
- // closed form normal would increase performance a lot
- float height(vec2 p, float t) {
- float acc = 0.0;
- for (int i = 0; i < MAX_WAVES; i++) {
- for (int j = 0; j < SUPERPOSITION; j++) {
- int seed = i + 5*j;
- //float theta = TAU * noise(vec2(0.01 * t, 10.0*float(i)));
- float theta = TAU * PHI * 10.0*float(seed);
- float up = cos(theta) * p.x - sin(theta) * p.y;
- float vp = sin(theta) * p.x + cos(theta) * p.y;
- //float initial_phase = TAU * noise(vec2(0.0, 2.0*float(i))) + cos(vp);
- float initial_phase = TAU * PHI * float(seed);
- //float k = pow(2.0, float(i)*0.1) + 0.5;
- //float k = pow(2.0, 1.0 + 0.4*float(i));
- float k = pow(2.0, float(i));
- //float k = float(i+1);
- float phase = initial_phase + up*k + cos(vp) + 3.0*t + 0.5*k*t;
- // its kinda like choose your artifacts, probably use noise for vp
- float A = cos(phase)/(k*k);
- acc += A;
- }}
- return acc;
- }
- vec4 hn_fdm(vec2 p, float t) {
- float h = height(p, t);
- vec2 vx = vec2(0.1, 0.0);
- vec2 vy = vec2(0.0, 0.1);
- float hx = height(p+vx, t);
- float hy = height(p+vy, t);
- float dx = (hx - h);
- float dy = (hy - h);
- // vec3 norm = normalize(vec3(-dx, -dy, dx+dy));
- // vec3 norm = normalize(vec3(-dx/vx.x, -dy/vy.y, 1.0));
- vec3 v1 = normalize(vec3(vx.x, 0.0, dx));
- vec3 v2 = normalize(vec3(0.0, vy.y, dy));
- vec3 norm = cross(v1, v2);
- return vec4(norm, h);
- }
- void fragment()
- {
- vec2 uv = UV;
- vec2 uv_screen = (uv - 0.5) * uv_scale;
- vec4 nh = hn_fdm(uv_screen* 10.0, iTime * 1.0);
- float h = nh.w;
- vec3 norm = nh.xyz;
- vec3 sun_dir = normalize(vec3(-0.2, 0.4, 1.0));
- vec4 water_colour = vec4(0.2, 0.4, 0.6, 1.0);
- vec4 foam_colour = vec4(0.8, 0.9, 1.0, 1.0);
- vec4 sky_colour = vec4(0.2, 0.6, 0.8, 1.0);
- vec4 specular_colour = vec4(1.0, 1.0, 1.0, 1.0);
- //fragColor = vec4(norm.xyz, 1.0); return;
- if (dot(sun_dir, norm) > 0.98) {
- fragColor = specular_colour;
- } else {
- fragColor = mix(water_colour, sky_colour, dot(norm, normalize(vec3(0.0, 0.2, 1.0))));
- }
- fragColor.a = color_alpha;
- }
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