// Copyright © 2022 Kasper Arnklit Frandsen - MIT License // See `LICENSE.md` included in the source distribution for details. shader_type spatial; render_mode depth_draw_always, cull_disabled; uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; // If you are making your own shader, you can customize or add your own // parameters below and they will automatically get parsed and displayed in // the River inspector. // Use prefixes: albedo_, emission_, transparency_, flow_, foam_ and custom_ // to automatically put your parameters into categories in the inspector. // If "curve" is in the name, the inspector will represent and easing curve // mat4s will get parsed as gradients, see documentation for details // main uniform float normal_scale : hint_range(-16.0, 16.0) = 1.0; uniform sampler2D normal_bump_texture : hint_normal; uniform vec3 uv_scale = vec3(1.0, 1.0, 1.0); uniform float roughness : hint_range(0.0, 1.0) = 0.7; uniform float edge_fade : hint_range(0.0, 1.0) = 0.25; // emission uniform mat4 emission_color = mat4(vec4(1.0, 1.0, 0.0, 0.0), vec4(1.0, 0.5, 0.0, 0.0), vec4(1.0, 0.5, 0.0, 0.0), vec4(0.0)); uniform float emission_energy : hint_range(0.0, 20.0) = 4.0; uniform float emission_depth : hint_range(0.0, 200.0) = 3.0; uniform float emission_depth_curve = 0.25; uniform sampler2D emission_texture : hint_default_black; // flow uniform float flow_speed : hint_range(0.0, 10.0) = 1.0; uniform float flow_base : hint_range(0.0, 8.0) = 0.0; uniform float flow_steepness : hint_range(0.0, 8.0) = 2.0; uniform float flow_distance : hint_range(0.0, 8.0) = 1.0; uniform float flow_pressure : hint_range(0.0, 8.0) = 1.0; uniform float flow_max : hint_range(0.0, 8.0) = 4.0; // Internal uniforms, do not customize these uniform sampler2D i_flowmap : hint_normal; uniform sampler2D i_distmap : hint_default_white; uniform bool i_valid_flowmap = false; uniform int i_uv2_sides = 2; vec3 FlowUVW(vec2 uv_in, vec2 flowVector, vec2 jump, vec3 tiling, float time, bool flowB) { float phaseOffset = flowB ? 0.5 : 0.0; float progress = fract(time + phaseOffset); vec3 uvw; uvw.xy = uv_in - flowVector * (progress - 0.5); uvw.xy *= tiling.xy; uvw.xy += phaseOffset; uvw.xy += (time - progress) * jump; uvw.z = 1.0 - abs(1.0 - 2.0 * progress); return uvw; } // ease implementation copied from math_funcs.cpp in source float ease(float p_x, float p_c) { if (p_x < 0.0) { p_x = 0.0; } else if (p_x > 1.0) { p_x = 1.0; } if (p_c > 0.0) { if (p_c < 1.0) { return 1.0 - pow(1.0 - p_x, 1.0 / p_c); } else { return pow(p_x, p_c); } } else if (p_c < 0.0) { //inout ease if (p_x < 0.5) { return pow(p_x * 2.0, -p_c) * 0.5; } else { return (1.0 - pow(1.0 - (p_x - 0.5) * 2.0, -p_c)) * 0.5 + 0.5; } } else { return 0.0; // no ease (raw) } } float lin2srgb(float lin) { return pow(lin, 2.2); } mat4 gradient_lin2srgb(mat4 lin_mat) { mat4 srgb_mat = mat4( vec4(lin2srgb(lin_mat[0].x), lin2srgb(lin_mat[0].y), lin2srgb(lin_mat[0].z), lin2srgb(lin_mat[0].w)), vec4(lin2srgb(lin_mat[1].x), lin2srgb(lin_mat[1].y), lin2srgb(lin_mat[1].z), lin2srgb(lin_mat[1].w)), vec4(0.0), vec4(0.0) ); return srgb_mat; } void fragment() { // Sample the UV2 textures. To avoid issues with the UV2 seams, margins // are left on the textures, so the UV2 needs to be rescaled to cut off // the margins. vec2 custom_UV = (UV2 + 1.0 / float(i_uv2_sides)) * (float(i_uv2_sides) / float(i_uv2_sides + 2)); vec4 flow_foam_noise = textureLod(i_flowmap, custom_UV, 0.0); vec2 dist_pressure = textureLod(i_distmap, custom_UV, 0.0).xy; vec2 flow; float distance_map; float pressure_map; if (i_valid_flowmap) { flow = flow_foam_noise.xy; distance_map = (1.0 - dist_pressure.r) * 2.0; pressure_map = dist_pressure.g * 2.0; } else { flow = vec2(0.5, 0.572); distance_map = 0.5; pressure_map = 0.5; } flow = (flow - 0.5) * 2.0; // unpack the flow vectors // Calculate the steepness map vec3 flow_viewspace = flow.x * TANGENT + flow.y * BINORMAL; vec3 up_viewspace = (VIEW_MATRIX * vec4(0.0, 1.0, 0.0, 0.0)).xyz; float steepness_map = max(0.0, dot(flow_viewspace, up_viewspace)) * 4.0; float flow_force = min(flow_base + steepness_map * flow_steepness + distance_map * flow_distance + pressure_map * flow_pressure, flow_max); flow *= flow_force; vec2 jump1 = vec2(0.24, 0.2083333); float time = TIME * flow_speed + flow_foam_noise.a; vec3 flow_uvA = FlowUVW(UV, flow, jump1, uv_scale, time, false); vec3 flow_uvB = FlowUVW(UV, flow, jump1, uv_scale, time, true); // Level 1 Lava vec3 lava_nor_bump_a = texture(normal_bump_texture, flow_uvA.xy).rgb; vec3 lava_nor_bump_b = texture(normal_bump_texture, flow_uvB.xy).rgb; vec3 lava_nor_bump = lava_nor_bump_a * flow_uvA.z + lava_nor_bump_b * flow_uvB.z; vec3 lava_emission_a = texture(emission_texture, flow_uvA.xy).rgb; vec3 lava_emission_b = texture(emission_texture, flow_uvB.xy).rgb; vec3 lava_emission = lava_emission_a * flow_uvA.z + lava_emission_b * flow_uvB.z; vec2 lava_norFBM = lava_nor_bump.rg; float lava_bumpFBM = lava_nor_bump.b; // TODO - Will we use this? // Depthtest float depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r; float depth_tex_unpacked = depth_tex * 2.0 - 1.0; float surface_dist = PROJECTION_MATRIX[3][2] / (depth_tex_unpacked + PROJECTION_MATRIX[2][2]); float lava_depth = surface_dist + VERTEX.z; ROUGHNESS = roughness; NORMAL_MAP = vec3(lava_norFBM, 0); NORMAL_MAP_DEPTH = normal_scale; float emission_t = clamp(lava_depth / emission_depth, 0.0, 1.0); emission_t = ease(emission_t, emission_depth_curve); mat4 emission_color_srgb = gradient_lin2srgb(emission_color); vec3 emission_color_near = vec3(emission_color_srgb[0].x, emission_color_srgb[0].y, emission_color_srgb[0].z); vec3 emission_color_far = vec3(emission_color_srgb[1].x, emission_color_srgb[1].y, emission_color_srgb[1].z); vec3 final_lava = mix(lava_emission * emission_color_near.rgb, lava_emission * emission_color_far.rgb, emission_t); ALBEDO = vec3(0.0); EMISSION = final_lava * emission_energy; vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth_tex * 2.0 - 1.0, 1.0); world_pos.xyz /= world_pos.w; ALPHA = 1.0; ALPHA *= clamp(1.0 - smoothstep(world_pos.z + edge_fade, world_pos.z, VERTEX.z), 0.0, 1.0); }