2023-08-01 02:10:55 -07:00
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shader_type canvas_item;
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uniform float alpha : hint_range(0.0, 1.0) = 0.75;
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uniform float water_speed = 0.05;
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uniform float wave_distortion = 0.2;
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uniform sampler2D noise_texture : repeat_enable;
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uniform sampler2D noise_texture2 : repeat_enable;
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uniform vec2 reflection_offset = vec2(0, 0);
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2023-08-01 02:10:55 -07:00
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uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
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void fragment() {
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vec2 scroll1 = vec2(water_speed);
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vec2 scroll2 = vec2(-water_speed);
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float depth = texture(noise_texture, UV + scroll1 * TIME).r *
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texture(noise_texture2, UV + scroll2 * TIME).r;
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2023-08-01 23:49:48 -07:00
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vec4 screen = texture(SCREEN_TEXTURE,
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SCREEN_UV + wave_distortion * vec2(depth) + reflection_offset);
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2023-08-01 02:10:55 -07:00
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COLOR = screen;
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COLOR.a = alpha;
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}
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