Files

54 lines
1.3 KiB
GLSL

#version 330
in vec2 fragTexCoord;
in vec2 fragWorldPos;
out vec4 finalColor;
uniform sampler2D texture0;
uniform float time;
uniform vec4 foamColor = vec4(0.96, 0.99, 1.0, 1.0);
uniform float foamAnimSpeed = 1.6;
uniform float foamNoiseScale = 0.55;
float hash(vec2 p)
{
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
float valueNoise(vec2 p)
{
vec2 i = floor(p);
vec2 f = fract(p);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
void main()
{
vec4 tex = texture(texture0, fragTexCoord);
if (tex.a >= 0.999) {
finalColor = tex;
return;
}
if (tex.a <= 0.001) {
discard;
}
vec2 pixelized = floor(fragWorldPos);
float n1 = valueNoise(pixelized * foamNoiseScale + vec2(time * foamAnimSpeed, 0.0));
float n2 = valueNoise(pixelized * foamNoiseScale * 2.1 - vec2(0.0, time * foamAnimSpeed * 0.7));
float churn = n1 * 0.6 + n2 * 0.4;
float mask = tex.a * smoothstep(0.2, 0.7, churn + tex.a * 0.6);
finalColor = vec4(foamColor.rgb, foamColor.a * mask);
}