Add water shader to overworld
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src/map/water.gdshader
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src/map/water.gdshader
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx;
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uniform vec3 albedo : source_color;
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uniform sampler2D water_texture1;
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uniform sampler2D water_texture2;
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uniform sampler2D noise_texture;
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uniform vec2 scroll_speed1 = vec2(0.05, 0.0);
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uniform vec2 scroll_speed2 = vec2(-0.03, 0.0);
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uniform float blend_factor = 0.5;
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uniform vec2 scale1 = vec2(1.0, 1.0);
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uniform vec2 scale2 = vec2(1.0, 1.0);
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uniform float wave_strength = 1.0;
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uniform float wave_scale = 0.02;
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uniform int pixelation_level = 64;
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uniform float FoamSize = 0.5;
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uniform sampler2D DepthTexture : hint_depth_texture;
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uniform float WaterOpacity = 1.0;
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uniform float FoamGlowIntensity = 0.5;
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void vertex() {
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vec2 global_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xz;
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float noise_value = texture(noise_texture, global_position * wave_scale).r;
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float wave = sin(global_position.x * 0.2 + global_position.y * 0.2 + TIME + noise_value * 10.0) * wave_strength;
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VERTEX.y += wave;
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}
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void fragment() {
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vec2 scaledUV1 = UV * scale1;
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vec2 scaledUV2 = UV * scale2;
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vec2 scrolledUV1 = scaledUV1 + scroll_speed1 * TIME;
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vec2 scrolledUV2 = scaledUV2 + scroll_speed2 * TIME;
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scrolledUV1 = mod(scrolledUV1, vec2(1.0, 1.0));
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scrolledUV2 = mod(scrolledUV2, vec2(1.0, 1.0));
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scrolledUV1 = floor(scrolledUV1 * float(pixelation_level)) / float(pixelation_level);
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scrolledUV2 = floor(scrolledUV2 * float(pixelation_level)) / float(pixelation_level);
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vec4 water_color1 = texture(water_texture1, scrolledUV1);
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vec4 water_color2 = texture(water_texture2, scrolledUV2);
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vec4 blended_water_color = mix(water_color1, water_color2, blend_factor);
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float depthValue = texture(DepthTexture, SCREEN_UV).r;
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vec4 worldPosition = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depthValue, 1.0);
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worldPosition.xyz /= worldPosition.w;
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float foamEffect = clamp(1.0 - smoothstep(worldPosition.z + FoamSize, worldPosition.z, VERTEX.z), 0.0, 1.0);
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float foamOpacity = 1.0 - foamEffect;
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float foamEffectRounded = round(foamOpacity);
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float finalOpacity = foamEffectRounded + WaterOpacity;
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ALBEDO = blended_water_color.rgb * albedo;
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ALPHA = finalOpacity;
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EMISSION = vec3(foamEffectRounded) * FoamGlowIntensity;
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METALLIC = 0.0;
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ROUGHNESS = 1.0;
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}
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