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