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tgcc/core/daynight/water_ripple.gdshader
2026-04-21 23:32:31 +02:00

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shader_type spatial;
render_mode blend_mix, depth_draw_always;
//Water color
uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
uniform vec4 shallow_water_color : source_color = vec4(0.0, 0.4, 0.7, 1.0);
uniform float beer_law_factor : hint_range(0.0, 10.0) = 5.0;
group_uniforms Fake_Reflection_Proximity;
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
uniform float reflection_strength : hint_range(0.0, 1.0) = 0.6;
uniform float reflection_offset : hint_range(-0.5, 0.5) = 0.05; // Offset base
uniform float reflection_stretch : hint_range(-1.0, 1.0) = 0.1;
uniform float max_reflection_distance : hint_range(0.1, 10.0) = 1.5;
//Ripples parameters
group_uniforms Ripple_Settings;
uniform vec4 ripple_color : source_color = vec4(1.0, 1.0, 1.0, 0.7);
uniform float ripple_density : hint_range(0.0, 1.0) = 0.05;
uniform float ripple_scale : hint_range(0.5, 20.0) = 3.0;
uniform float ripple_speed : hint_range(0.1, 5.0) = 0.8;
uniform float ripple_thickness : hint_range(0.001, 0.1) = 0.02;
uniform sampler2D depth_texture : hint_depth_texture, filter_linear_mipmap;
varying vec2 world_pos_xz;
varying vec2 local_uv;
void vertex() {
world_pos_xz = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
local_uv = UV;
}
void fragment() {
float depth = texture(depth_texture, SCREEN_UV).r;
vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);
vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
view.xyz /= view.w;
float linear_depth = -view.z;
float depth_difference = linear_depth + VERTEX.z;
float water_depth_gradient = exp(-depth_difference * beer_law_factor);
vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
vec2 pos = world_pos_xz * ripple_scale;
vec2 cell = floor(pos);
vec2 local_pos = fract(pos) - 0.5;
float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453);
float is_active_cell = step(1.0 - ripple_density, random_val);
float ring = 0.0;
if (is_active_cell > 0.0) {
float local_time = fract(TIME * ripple_speed + random_val * 10.0);
float dist = length(local_pos);
ring = smoothstep(local_time - ripple_thickness, local_time, dist)
- smoothstep(local_time, local_time + ripple_thickness, dist);
ring *= (1.0 - local_time);
}
vec2 ref_uv = SCREEN_UV;
ref_uv.y -= reflection_offset + (local_uv.y * reflection_stretch);
ref_uv += ring * 0.01;
vec3 screen_ref = textureLod(screen_texture, ref_uv, 0.0).rgb;
float ref_depth_raw = texture(depth_texture, ref_uv).r;
vec3 ref_ndc = vec3(ref_uv * 2.0 - 1.0, ref_depth_raw);
vec4 ref_view = INV_PROJECTION_MATRIX * vec4(ref_ndc, 1.0);
ref_view.xyz /= ref_view.w;
float ref_linear_depth = -ref_view.z;
float distance_from_water = abs(ref_linear_depth - (-VERTEX.z));
float reflection_mask = 1.0 - smoothstep(0.0, max_reflection_distance, distance_from_water);
float is_sky = step(ref_depth_raw, 0.00001); // Protezione anti-cielo
reflection_mask *= (1.0 - is_sky);
vec3 final_rgb = mix(base_water.rgb, screen_ref, reflection_strength * reflection_mask);
final_rgb = mix(final_rgb, ripple_color.rgb, ring * ripple_color.a);
ALBEDO = final_rgb;
ALPHA = mix(0.98, 0.4, water_depth_gradient);
ALPHA = clamp(ALPHA + (ring * ripple_color.a), 0.0, 1.0);
ROUGHNESS = 1.0;
SPECULAR = 0.0;
}