// Copyright © 2022 Kasper Arnklit Frandsen - MIT License // See `LICENSE.md` included in the source distribution for details. shader_type spatial; const int FLOWMAP = 1; const int FOAMMAP = 2; const int NOISEMAP = 3; const int DISTANCEMAP = 4; const int PRESSUREMAP = 5; const int FLOW_PATTERN = 6; const int FLOW_ARROWS = 7; const int FLOW_FORCE = 8; const int FOAM_MIX = 9; uniform int mode = 1; uniform sampler2D normal_bump_texture : hint_normal; uniform sampler2D debug_pattern : hint_default_black; uniform sampler2D debug_arrow : hint_default_black; 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; uniform float foam_amount : hint_range(0.0, 4.0) = 1.0; uniform float foam_steepness : hint_range(0.0, 8.0) = 2.0; uniform float foam_smoothness : hint_range(0.0, 1.0) = 1.0; uniform vec3 uv_scale = vec3(1.0, 1.0, 1.0); uniform sampler2D i_texture_foam_noise : hint_default_white; uniform sampler2D i_flowmap : hint_default_black; 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; } float mip_map_level(in vec2 texture_coordinate) { vec2 dx_vtc = dFdx(texture_coordinate); vec2 dy_vtc = dFdy(texture_coordinate); float delta_max_sqr = max(dot(dx_vtc, dx_vtc), dot(dy_vtc, dy_vtc)); float mml = 0.5 * log2(delta_max_sqr); return max(0, mml); } vec3 grayscale_to_gradient(float gradient) { float red = clamp(mix(0.0, 2.0, gradient), 0.0, 1.0); float green = clamp(mix(2.0, 0.0, gradient),0.0, 1.0); return vec3(red, green, 0.0); } void fragment() { 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 foam_mask; float noise_mask; float distance_map; float pressure_map; if (i_valid_flowmap) { flow = flow_foam_noise.xy; foam_mask = flow_foam_noise.b; noise_mask = flow_foam_noise.a; distance_map = (1.0 - dist_pressure.r) * 2.0; pressure_map = dist_pressure.g * 2.0; } else { flow = vec2(0.5, 0.572); foam_mask = 0.0; noise_mask = 0.0; distance_map = 0.5; pressure_map = 0.5; } flow = (flow - 0.5) * 2.0; // unpack flowmap // 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)) * 8.0; float flow_force = min(flow_base + steepness_map * flow_steepness + distance_map * flow_distance + pressure_map * flow_pressure, flow_max); flow *= flow_force; if(mode == FLOWMAP) { ALBEDO = vec3((flow + 0.5) / 2.0, 0.0); // repack flowmap } else if(mode == FOAMMAP) { ALBEDO = vec3(foam_mask); } else if(mode == NOISEMAP) { ALBEDO = vec3(noise_mask); } else if(mode == FLOW_PATTERN) { vec2 jump = vec2(0.24, 0.2083333); float time = TIME * flow_speed + flow_foam_noise.a; vec3 flow_uvA = FlowUVW(UV, flow, jump, uv_scale, time, false); vec3 flow_uvB = FlowUVW(UV, flow, jump, uv_scale, time, true); vec3 pattern_a = texture(debug_pattern, flow_uvA.xy).rgb; vec3 pattern_b = texture(debug_pattern, flow_uvB.xy).rgb; vec3 pattern = pattern_a * flow_uvA.z + pattern_b * flow_uvB.z; ALBEDO = pattern; } else if(mode == FLOW_ARROWS) { vec2 tiled_UV_raw = UV * uv_scale.xy * 10.0; vec2 tiled_UV = fract(tiled_UV_raw) - 0.5; float rotation = atan(flow.y, flow.x) - 3.14 / 2.0; float cosine = cos(rotation); float sine = sin(rotation); mat2 rotation_mat = mat2(vec2(cosine, -sine), vec2(sine, cosine)); vec2 new_uv = rotation_mat * tiled_UV + 0.5; float lod = mip_map_level(tiled_UV_raw * vec2(textureSize(debug_arrow, 0))); ALBEDO = textureLod(debug_arrow, new_uv, lod).rgb; } else if(mode == FLOW_FORCE) { float gradient = clamp(mix(0.0, 1.0, flow_force / flow_max), 0.0, 1.0); ALBEDO = grayscale_to_gradient(gradient); } else if(mode == FOAM_MIX) { vec2 jump1 = vec2(0.24, 0.2083333); vec2 jump2 = vec2(0.20, 0.25); 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); vec3 flowx2_uvA = FlowUVW(UV, flow, jump2, uv_scale * 2.0, time, false); vec3 flowx2_uvB = FlowUVW(UV, flow, jump2, uv_scale * 2.0, time, true); vec3 water_a = texture(normal_bump_texture, flow_uvA.xy).rgb; vec3 water_b = texture(normal_bump_texture, flow_uvB.xy).rgb; vec3 waterx2_a = texture(normal_bump_texture, flowx2_uvA.xy).rgb; vec3 waterx2_b = texture(normal_bump_texture, flowx2_uvB.xy).rgb; vec3 water = water_a * flow_uvA.z + water_b * flow_uvB.z; vec3 waterx2 = waterx2_a * flowx2_uvA.z + waterx2_b * flowx2_uvB.z; float water_foamFBM = water.b; // LOD1 water_foamFBM *= waterx2.b * 2.0; // LOD0 - add second level of detail float foam_randomness = texture(i_texture_foam_noise, UV * uv_scale.xy).r; foam_mask += steepness_map * foam_randomness * foam_steepness; foam_mask = clamp(foam_mask, 0.0, 1.0); water_foamFBM = clamp((water_foamFBM * foam_amount) - (0.5 / foam_amount), 0.0, 1.0); float foam_smooth = clamp(water_foamFBM * foam_mask, 0.0, 1.0); float foam_sharp = clamp(water_foamFBM - (1.0 - foam_mask), 0.0, 1.0); float combined_foam = mix(foam_sharp, foam_smooth, foam_smoothness); ALBEDO = vec3(combined_foam); } else if(mode == DISTANCEMAP) { ALBEDO = vec3(dist_pressure.r); } else if(mode == PRESSUREMAP) { ALBEDO = vec3(dist_pressure.g); } }