mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 10:15:45 +00:00
Lava and water shaders
This commit is contained in:
parent
6777cb1447
commit
ddde409dbf
4 changed files with 57 additions and 26 deletions
44
Shaders/Water.gdshader
Normal file
44
Shaders/Water.gdshader
Normal file
|
|
@ -0,0 +1,44 @@
|
|||
shader_type spatial;
|
||||
|
||||
// unshaded matches the pixel-art look of the rest of the game.
|
||||
// Opaque render mode guarantees the floor draws before any transparent Sprite3D /
|
||||
// AnimatedSprite3D, which are always sorted into the transparent queue after opaque geo.
|
||||
render_mode unshaded, depth_draw_opaque, cull_back;
|
||||
|
||||
// Texture carried over from the TrenchBroom surface material by acidarea.gd.
|
||||
// hint_default_white means a flat white is used if nothing is assigned, so
|
||||
// acid_color alone still produces a visible result.
|
||||
uniform sampler2D albedo_tex : source_color, filter_nearest, repeat_enable, hint_default_white;
|
||||
// Grayscale noise for UV distortion and bubble pulse. Falls back to white (no distortion).
|
||||
uniform sampler2D noise_tex : hint_default_white, filter_linear_mipmap, repeat_enable;
|
||||
|
||||
uniform vec4 acid_color : source_color = vec4(0.2, 0.85, 0.1, 1.0);
|
||||
uniform vec2 flow_direction = vec2(0.3, 0.15);
|
||||
// How strongly the noise warps the UV coords
|
||||
uniform float distortion_strength = 0.04;
|
||||
// Additive glow tint strength (0 = no glow)
|
||||
uniform float emission_energy = 0.4;
|
||||
|
||||
void fragment() {
|
||||
vec2 uv = UV;
|
||||
float t = TIME;
|
||||
|
||||
// Sample noise at two offsets to build a swirling distortion field
|
||||
vec2 noise_uv_a = uv * 0.5 + vec2(t * 0.05, t * 0.03);
|
||||
vec2 noise_uv_b = uv * 0.5 + vec2(-t * 0.04, t * 0.06);
|
||||
float noise_a = texture(noise_tex, noise_uv_a).r;
|
||||
float noise_b = texture(noise_tex, noise_uv_b).r;
|
||||
vec2 distortion = vec2(noise_a, noise_b) * 2.0 - 1.0;
|
||||
|
||||
vec2 scrolled_uv = uv + flow_direction * t + distortion * distortion_strength;
|
||||
|
||||
vec4 tex_color = texture(albedo_tex, scrolled_uv);
|
||||
vec3 final_color = tex_color.rgb * acid_color.rgb;
|
||||
|
||||
// Subtle additive glow pulsing with noise so the surface looks alive
|
||||
float bubble_pulse = texture(noise_tex, uv * 0.3 + vec2(t * 0.1)).r;
|
||||
final_color += final_color * emission_energy * (0.7 + 0.3 * bubble_pulse);
|
||||
|
||||
ALBEDO = final_color;
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue