// Copyright © 2022 Kasper Arnklit Frandsen - MIT License // See `LICENSE.md` included in the source distribution for details. shader_type spatial; render_mode depth_draw_always, specular_schlick_ggx, cull_disabled; uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; // If you are making your own shader, you can customize or add your own // parameters below and they will automatically get parsed and displayed in // the River inspector. // Use prefixes: albedo_, emission_, transparency_, flow_, foam_ and custom_ // to automatically put your parameters into categories in the inspector. // If "curve" is in the name, the inspector will represent and easing curve. // mat4´s with "color" in their name will get parsed as gradients. // Main uniform float normal_scale : hint_range(-16.0, 16.0) = 1.0; uniform sampler2D normal_bump_texture : hint_normal; uniform vec3 uv_scale = vec3(1.0, 1.0, 1.0); uniform float roughness : hint_range(0.0, 1.0) = 0.2; uniform float edge_fade : hint_range(0.0, 1.0) = 0.25; // Albedo uniform mat4 albedo_color = mat4(vec4(0.0, 0.15, 0.0, 0.0), vec4(0.8, 0.2, 0.0, 0.0), vec4(1.0, 0.5, 0.0, 0.0), vec4(0.0)); uniform float albedo_depth : hint_range(0.0, 200.0) = 10.0; uniform float albedo_depth_curve = 0.25; // Transparency uniform float transparency_clarity : hint_range(0.0, 200.0) = 10.0; uniform float transparency_depth_curve = 0.25; uniform float transparency_refraction : hint_range(-1.0, 1.0) = 0.05; // Flow uniform float flow_speed : hint_range(0.0, 10.0) = 1.0; uniform float flow_base : hint_range(0.0, 8.0) = 0.0; uniform float flow_steepness : hint_range(0.0, 8.0) = 2.0; uniform float flow_distance : hint_range(0.0, 8.0) = 1.0; uniform float flow_pressure : hint_range(0.0, 8.0) = 1.0; uniform float flow_max : hint_range(0.0, 8.0) = 4.0; // Foam uniform vec4 foam_color : source_color = vec4(0.9, 0.9, 0.9, 1.0); uniform float foam_amount : hint_range(0.0, 4.0) = 2.0; uniform float foam_steepness : hint_range(0.0, 8.0) = 2.0; uniform float foam_smoothness : hint_range(0.0, 1.0) = 0.3; // Internal uniforms - DO NOT CUSTOMIZE THESE uniform float i_lod0_distance : hint_range(5.0, 200.0) = 50.0; uniform sampler2D i_texture_foam_noise : hint_default_white; uniform sampler2D i_flowmap : hint_normal; uniform sampler2D i_distmap : hint_default_white; uniform bool i_valid_flowmap = false; uniform int i_uv2_sides = 2; vec3 FlowUVW(vec2 uv_in, vec2 flowVector, vec2 jump, vec3 tiling, float time, bool flowB) { float phaseOffset = flowB ? 0.5 : 0.0; float progress = fract(time + phaseOffset); vec3 uvw; uvw.xy = uv_in - flowVector * (progress - 0.5); uvw.xy *= tiling.xy; uvw.xy += phaseOffset; uvw.xy += (time - progress) * jump; uvw.z = 1.0 - abs(1.0 - 2.0 * progress); return uvw; } // ease implementation copied from math_funcs.cpp in source float ease(float p_x, float p_c) { if (p_x < 0.0) { p_x = 0.0; } else if (p_x > 1.0) { p_x = 1.0; } if (p_c > 0.0) { if (p_c < 1.0) { return 1.0 - pow(1.0 - p_x, 1.0 / p_c); } else { return pow(p_x, p_c); } } else if (p_c < 0.0) { //inout ease if (p_x < 0.5) { return pow(p_x * 2.0, -p_c) * 0.5; } else { return (1.0 - pow(1.0 - (p_x - 0.5) * 2.0, -p_c)) * 0.5 + 0.5; } } else { return 0.0; // no ease (raw) } } float lin2srgb(float lin) { return pow(lin, 2.2); } mat4 gradient_lin2srgb(mat4 lin_mat) { mat4 srgb_mat = mat4( vec4(lin2srgb(lin_mat[0].x), lin2srgb(lin_mat[0].y), lin2srgb(lin_mat[0].z), lin2srgb(lin_mat[0].w)), vec4(lin2srgb(lin_mat[1].x), lin2srgb(lin_mat[1].y), lin2srgb(lin_mat[1].z), lin2srgb(lin_mat[1].w)), vec4(0.0), vec4(0.0) ); return srgb_mat; } void fragment() { // Sample the UV2 textures. To avoid issues with the UV2 seams, margins // are left on the textures, so the UV2 needs to be rescaled to cut off // the margins. vec2 custom_UV = (UV2 + 1.0 / float(i_uv2_sides)) * (float(i_uv2_sides) / float(i_uv2_sides + 2)); vec4 flow_foam_noise = textureLod(i_flowmap, custom_UV, 0.0); vec2 dist_pressure = textureLod(i_distmap, custom_UV, 0.0).xy; vec2 flow; float distance_map; float pressure_map; float foam_mask; if (i_valid_flowmap) { flow = flow_foam_noise.xy; distance_map = (1.0 - dist_pressure.r) * 2.0; pressure_map = dist_pressure.g * 2.0; foam_mask = flow_foam_noise.b; } else { flow = vec2(0.5, 0.572); distance_map = 0.5; pressure_map = 0.5; foam_mask = 0.0; } flow = (flow - 0.5) * 2.0; // unpack the flow vectors // Calculate the steepness map vec3 flow_viewspace = flow.x * TANGENT + flow.y * BINORMAL; vec3 up_viewspace = (VIEW_MATRIX * vec4(0.0, 1.0, 0.0, 0.0)).xyz; float steepness_map = max(0.0, dot(flow_viewspace, up_viewspace)) * 4.0; float flow_force = min(flow_base + steepness_map * flow_steepness + distance_map * flow_distance + pressure_map * flow_pressure, flow_max); flow *= flow_force; vec2 jump1 = vec2(0.24, 0.2083333); vec2 jump2 = vec2(0.20, 0.25); vec2 jump3 = vec2(0.22, 0.27); float time = TIME * flow_speed + flow_foam_noise.a; vec3 flow_uvA = FlowUVW(UV, flow, jump1, uv_scale, time, false); vec3 flow_uvB = FlowUVW(UV, flow, jump1, uv_scale, time, true); vec3 flowx2_uvA = FlowUVW(UV, flow, jump2, uv_scale * 2.0, time, false); vec3 flowx2_uvB = FlowUVW(UV, flow, jump2, uv_scale * 2.0, time, true); // Level 1 Water vec3 water_a = texture(normal_bump_texture, flow_uvA.xy).rgb; vec3 water_b = texture(normal_bump_texture, flow_uvB.xy).rgb; vec3 water = water_a * flow_uvA.z + water_b * flow_uvB.z; vec2 water_norFBM = water.rg; float water_foamFBM = water.b; // Level 2 Water, only add in if closer than lod 0 distance if (VERTEX.z < i_lod0_distance) { vec3 waterx2_a = texture(normal_bump_texture, flowx2_uvA.xy).rgb; vec3 waterx2_b = texture(normal_bump_texture, flowx2_uvB.xy, 0.0).rgb; vec3 waterx2 = waterx2_a * flowx2_uvA.z + waterx2_b * flowx2_uvB.z; water_norFBM *= 0.65; water_norFBM += waterx2.rg * 0.35; water_foamFBM *= waterx2.b * 2.0; } float foam_randomness = texture(i_texture_foam_noise, UV * uv_scale.xy).r; foam_mask += steepness_map * foam_steepness * foam_randomness; foam_mask = clamp(foam_mask, 0.0, 1.0); water_foamFBM = clamp((water_foamFBM * foam_amount) - (0.5 / foam_amount), 0.0, 1.0); float foam_smooth = clamp(water_foamFBM * foam_mask, 0.0, 1.0); float foam_sharp = clamp(water_foamFBM - (1.0 - foam_mask), 0.0, 1.0); float combined_foam = mix(foam_sharp, foam_smooth, foam_smoothness); // Depthtest // We do two depth tests, one with the standard SCREEN_UV and one with the distorted // refraction UVs. We do this to be able to dismiss refractions that are in front // of objects float depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r; vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex,1.0); world_pos.xyz/=world_pos.w; float water_depth = VERTEX.z - world_pos.z; float alb_t = clamp(water_depth / albedo_depth, 0.0, 1.0); alb_t = ease(alb_t, albedo_depth_curve); SPECULAR = 0.25; // Supposedly clear water has approximately a 0.25 specular value ROUGHNESS = roughness; NORMAL_MAP = vec3(water_norFBM, 0); NORMAL_MAP_DEPTH = normal_scale; // Refraction - has to be done after normal is set vec3 unpacted_normals = NORMAL_MAP * 2.0 - 1.0; vec3 ref_normal = normalize(TANGENT * unpacted_normals.x + BINORMAL * unpacted_normals.y) * NORMAL_MAP_DEPTH * .1; float clar_t = clamp(water_depth / transparency_clarity, 0.0, 1.0); // We multiply the refraction offsets by the clarity to make the refractions stronger the deeper the water vec2 ref_ofs = SCREEN_UV - ref_normal.xy * transparency_refraction * clar_t; clar_t = ease(clar_t, transparency_depth_curve); float ref_amount = 1.0 - clamp(clar_t + combined_foam, 0.0, 1.0); // Depthtest 2 float refracted_depth_tex = textureLod(DEPTH_TEXTURE, ref_ofs, 0.0).r; vec4 refracted_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, refracted_depth_tex, 1.0); refracted_world_pos.xyz /= refracted_world_pos.w; float refracted_water_depth = VERTEX.z - refracted_world_pos.z; if (refracted_world_pos.z > VERTEX.z) { ref_ofs = SCREEN_UV; } else { clar_t = clamp(refracted_water_depth / transparency_clarity, 0.0, 1.0); clar_t = ease(clar_t, transparency_depth_curve); ref_amount = 1.0 - clamp(clar_t + combined_foam, 0.0, 1.0); alb_t = clamp(refracted_water_depth / albedo_depth, 0.0, 1.0); alb_t = ease(alb_t, albedo_depth_curve); } mat4 albedo_color_srgb = gradient_lin2srgb(albedo_color); vec3 albedo_color_near = vec3(albedo_color_srgb[0].x, albedo_color_srgb[0].y, albedo_color_srgb[0].z); vec3 albedo_color_far = vec3(albedo_color_srgb[1].x, albedo_color_srgb[1].y, albedo_color_srgb[1].z); vec3 alb_mix = mix(albedo_color_near.rgb, albedo_color_far.rgb, alb_t); ALBEDO = mix(alb_mix, foam_color.rgb, combined_foam); ALBEDO *= 1.0 - ref_amount; EMISSION += textureLod(SCREEN_TEXTURE, ref_ofs, ROUGHNESS * water_depth).rgb * ref_amount; ALPHA = 1.0; ALPHA *= clamp(1.0 - smoothstep(world_pos.z + edge_fade, world_pos.z, VERTEX.z), 0.0, 1.0); }