stick-the-quick/zones/Liquid/liquid.gdshader

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shader_type spatial;
render_mode cull_disabled;
instance uniform vec4 color: source_color = vec4(0.2, 0.4, 0.5, 0.75);
instance uniform float frequency = 1.0;
instance uniform float wavelength = 1.0;
instance uniform float amplitude = 1.0;
varying float displacement;
vec3 project(vec3 a, vec3 b) {
float m = length(b);
return dot(a, b)*b/(m*m);
}
void vertex() {
displacement = (
sin((frequency*TIME + VERTEX.x/wavelength)*TAU) +
cos((frequency*TIME + VERTEX.z/wavelength)*TAU)
)/2.0;
VERTEX.y += displacement*amplitude;
}
void fragment() {
float df = (1.0 - displacement)/2.0;
ALBEDO = color.rgb;
ALPHA = color.a;
CLEARCOAT = df;
CLEARCOAT_ROUGHNESS = df;
ROUGHNESS = df;
RIM = df;
RIM_TINT = df;
METALLIC = df;
SPECULAR = 1.0;
}