// The following shader is used in order to simulate a simple ocean using Gerstner waves. // This shader can be added in a plane mesh. For a more detailed ocean, increase the width and depth subdivision. // Note 1: On larger planes ex. 500x500, increasing the subdivision above 1000 comes at great performance cost // Note 2: Special thanks to @ninetailsrabbit for fixing a caustics projection issue! shader_type spatial; // Set render modes: always draw depth and disable backface culling render_mode depth_draw_always, cull_disabled; // Uniforms for screen and depth textures uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap; uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap; // Group uniforms for wave parameters group_uniforms Waves; // Each wave is defined by a vec4: direction (x,y), amplitude, frequency uniform vec4 wave_1 = vec4(0.3, 4.0, 0.2, 0.6); uniform vec4 wave_2 = vec4(-0.26, -0.19, 0.01, 0.47); uniform vec4 wave_3 = vec4(-7.67, 5.63, 0.1, 0.38); uniform vec4 wave_4 = vec4(-0.42, -1.63, 0.1, 0.28); uniform vec4 wave_5 = vec4(1.66, 0.07, 0.15, 1.81); uniform vec4 wave_6 = vec4(1.20, 1.14, 0.01, 0.33); uniform vec4 wave_7 = vec4(-1.6, 7.3, 0.11, 0.73); uniform vec4 wave_8 = vec4(-0.42, -1.63, 0.15, 1.52); // Uniforms for time factor, noise zoom, and noise amplitude uniform float time_factor = 2.5; uniform float noise_zoom = 2.0; uniform float noise_amp = 1.0; // Group uniforms for water colors group_uniforms Water_colours; uniform vec3 base_water_color:source_color; uniform vec3 fresnel_water_color:source_color; uniform vec4 deep_water_color : source_color; uniform vec4 shallow_water_color : source_color; // Group uniforms for depth-related parameters group_uniforms Depth; uniform float beers_law = 0.5; uniform float depth_offset = -1.2; uniform float near = 7.0; uniform float far = 10000.0; // Group uniforms for edge detection and foam effects group_uniforms Edge_Detection; uniform float edge_texture_scale = 3.5; uniform float edge_texture_offset = 1.0; uniform float edge_texture_speed = 0.1; uniform float edge_foam_intensity = 2.0; uniform float edge_fade_start = -3.0; uniform float edge_fade_end = 6.6; uniform sampler2D edge_foam_texture; // Group uniforms for wave peak effects group_uniforms WavePeakEffect; uniform float peak_height_threshold = 1.0; uniform vec3 peak_color = vec3(1.0, 1.0, 1.0); uniform float peak_intensity = 1.0; uniform sampler2D foam_texture; uniform float foam_intensity = 1.0; uniform float foam_scale = 1.0; // Group uniforms for surface details group_uniforms Surface_details; uniform float metallic = 0.6; uniform float roughness = 0.045; uniform float uv_scale_text_a = 0.1; uniform vec2 uv_speed_text_a = vec2(0.42, 0.3); uniform float uv_scale_text_b = 0.6; uniform vec2 uv_speed_text_b = vec2(0.15, 0.1); uniform float normal_strength = 1.0; uniform float uv_sampler_scale = 0.3; uniform float blend_factor = 0.28; uniform float perturbation_strength = 1.0; // Adjust this value to tile/de-tile the oceans surface. uniform float perturbation_time = 0.3; // // Offset perturbation_time for patern variation uniform sampler2D normalmap_a; uniform sampler2D normalmap_b; uniform sampler2D uv_sampler; uniform sampler2DArray caustic_sampler : hint_default_black; uniform float caustics_intensity = 15.0; uniform float num_caustic_layers = 16.0; // <<< IMPORTANT: DOUBLE CHECK THIS against your Texture2DArray's actual slices! uniform float caustic_distortion_strength = 0.001; // Keep this value within a range of 0.001 to 0.009 // Fresnel function to calculate the reflection/refraction effect float fresnel(float amount, vec3 normal, vec3 view) { return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0)), amount); } // Function to calculate edge depth float edge(float depth) { depth = 2.0 * depth - 1.0; return near * far / (far - depth * (near - far)); } // Function to calculate dynamic amplitude based on position and time float dynamic_amplitude(vec2 pos, float time) { return 1.0 + 0.5 * sin(time + length(pos) * 0.1); } // Hash function for noise generation float hash(vec2 p) { return fract(sin(dot(p * 17.17, vec2(14.91, 67.31))) * 4791.9511); } // 2D noise function float noise(vec2 x) { vec2 p = floor(x); vec2 f = fract(x); f = f * f * (3.0 - 2.0 * f); vec2 a = vec2(1.0, 0.0); return mix(mix(hash(p + a.yy), hash(p + a.xy), f.x), mix(hash(p + a.yx), hash(p + a.xx), f.x), f.y); } // Fractional Brownian Motion (fBM) function for generating complex noise float fbm(vec2 x) { float height = 0.0; float amplitude = 0.5; float frequency = 3.0; for (int i = 0; i < 6; i++) { height += noise(x * frequency) * amplitude; amplitude *= 0.5; frequency *= 2.0; } return height; } // Structure to hold wave results: displacement, tangent, binormal, and normal struct WaveResult { vec3 displacement; vec3 tangent; vec3 binormal; vec3 normal; }; // Gerstner wave function to calculate wave displacement and normals WaveResult gerstner_wave(vec4 params, vec2 pos, float time) { float steepness = params.z * dynamic_amplitude(pos, time); float wavelength = params.w; float k = 2.0 * PI / wavelength; float c = sqrt(9.81 / k); vec2 d = normalize(params.xy); float f = k * (dot(d, pos.xy) - c * time); float a = steepness / k; vec3 displacement = vec3(d.x * (a * cos(f)), a * sin(f), d.y * (a * cos(f))); vec3 tangent = vec3(1.0 - d.x * d.x * steepness * sin(f), steepness * cos(f), -d.x * d.y * steepness * sin(f)); vec3 binormal = vec3(-d.x * d.y * steepness * sin(f), steepness * cos(f), 1.0 - d.y * d.y * steepness * sin(f)); vec3 normal = normalize(cross(tangent, binormal)); return WaveResult(displacement, tangent, binormal, normal); } // Function to combine multiple Gerstner waves WaveResult wave(vec2 pos, float time) { WaveResult waveResult; waveResult.displacement = vec3(0.0); waveResult.tangent = vec3(1.0, 0.0, 0.0); waveResult.binormal = vec3(0.0, 0.0, 1.0); waveResult.normal = vec3(0.0, 1.0, 0.0); WaveResult wr; wr = gerstner_wave(wave_1, pos, time); waveResult.displacement += wr.displacement; waveResult.tangent += wr.tangent; waveResult.binormal += wr.binormal; waveResult.normal += wr.normal; wr = gerstner_wave(wave_2, pos, time); waveResult.displacement += wr.displacement; waveResult.tangent += wr.tangent; waveResult.binormal += wr.binormal; waveResult.normal += wr.normal; wr = gerstner_wave(wave_3, pos, time); waveResult.displacement += wr.displacement; waveResult.tangent += wr.tangent; waveResult.binormal += wr.binormal; waveResult.normal += wr.normal; wr = gerstner_wave(wave_4, pos, time); waveResult.displacement += wr.displacement; waveResult.tangent += wr.tangent; waveResult.binormal += wr.binormal; waveResult.normal += wr.normal; wr = gerstner_wave(wave_5, pos, time); waveResult.displacement += wr.displacement; waveResult.tangent += wr.tangent; waveResult.binormal += wr.binormal; waveResult.normal += wr.normal; wr = gerstner_wave(wave_6, pos, time); waveResult.displacement += wr.displacement; waveResult.tangent += wr.tangent; waveResult.binormal += wr.binormal; waveResult.normal += wr.normal; wr = gerstner_wave(wave_7, pos, time); waveResult.displacement += wr.displacement; waveResult.tangent += wr.tangent; waveResult.binormal += wr.binormal; waveResult.normal += wr.normal; wr = gerstner_wave(wave_8, pos, time); waveResult.displacement += wr.displacement; waveResult.tangent += wr.tangent; waveResult.binormal += wr.binormal; waveResult.normal += wr.normal; // Add noise to the wave displacement for more natural look waveResult.displacement.y += fbm(pos.xy * (noise_zoom / 50.0)) * noise_amp; return waveResult; } // Varying variables to pass data from vertex to fragment shader varying float height; varying vec3 world_position; varying mat3 tbn_matrix; varying mat4 inv_mvp; // Vertex shader function void vertex() { // Calculate time based on the global TIME variable and time_factor float time = TIME / time_factor; // Calculate wave displacement and normals WaveResult waveResult = wave(VERTEX.xz, time); // Apply wave displacement to the vertex position VERTEX += waveResult.displacement; // Store the height of the wave displacement height = waveResult.displacement.y; // Transform normals, tangents, and binormals to world space vec3 n = normalize((MODELVIEW_MATRIX * vec4(waveResult.normal, 0.0)).xyz); vec3 t = normalize((MODELVIEW_MATRIX * vec4(waveResult.tangent.xyz, 0.0)).xyz); vec3 b = normalize((MODELVIEW_MATRIX * vec4((cross(waveResult.normal, waveResult.tangent.xyz)), 0.0)).xyz); // Calculate world position of the vertex world_position = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz; // Create TBN matrix for normal mapping tbn_matrix = mat3(t, b, n); // Calculate inverse MVP matrix for screen space transformations inv_mvp = inverse(PROJECTION_MATRIX * MODELVIEW_MATRIX); } // 2D Random hash function float random(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123); } // Smooth noise function float smooth_noise(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); vec2 u = f * f * (3.0 - 2.0 * f); return mix( mix(random(i + vec2(0.0, 0.0)), random(i + vec2(1.0, 0.0)), u.x), mix(random(i + vec2(0.0, 1.0)), random(i + vec2(1.0, 1.0)), u.x), u.y ); } // Layered noise for detiling float layered_noise(vec2 p, float scale) { float n = 0.0; n += smooth_noise(p * scale) * 0.5; n += smooth_noise(p * scale * 2.0) * 0.25; n += smooth_noise(p * scale * 4.0) * 0.125; return n; } // Perturb UV coordinates for detiling vec2 perturb_uv(vec2 uv, vec2 world_pos, float time, float strength) { // Use world position to generate unique noise patterns vec2 noise_offset = vec2( layered_noise(world_pos * 0.3 + time * 0.06, 1.0), layered_noise(world_pos * 0.3 + time * 0.06 + vec2(10.0), 1.0) ); // Apply subtle distortion to UVs return uv + noise_offset * strength; } // Fragment shader function void fragment() { // Calculate UV coordinates based on world position vec2 uv = world_position.xz; // Sample UV offset texture vec2 uv_offset = texture(uv_sampler, uv * uv_sampler_scale).rg; // Calculate base UV coordinates for normal maps vec2 base_uv_a = (uv + uv_speed_text_a * TIME + uv_offset) * uv_scale_text_a; vec2 base_uv_b = (uv + uv_speed_text_b * TIME + uv_offset) * uv_scale_text_b; // Apply noise-based perturbation to UVs vec2 animated_uv_a = perturb_uv(base_uv_a, world_position.xz, TIME, perturbation_strength); vec2 animated_uv_b = perturb_uv(base_uv_b, world_position.xz, TIME + 0.0, perturbation_time); // Sample normal maps vec3 normal_sample_a = texture(normalmap_a, animated_uv_a).rgb; vec3 normal_sample_b = texture(normalmap_b, animated_uv_b).rgb; // Normalize normal samples and combine them normal_sample_a = normalize(normal_sample_a * 2.0 - 1.0); normal_sample_b = normalize(normal_sample_b * 2.0 - 1.0); vec3 combined_normal = normalize(mix(normal_sample_a, normal_sample_b, blend_factor)); // Perturb the normal using the TBN matrix vec3 perturbed_normal = normalize(tbn_matrix * (combined_normal * normal_strength)); // Sample depth texture float depth_raw = texture(DEPTH_TEXTURE, SCREEN_UV).r; float depth = PROJECTION_MATRIX[3][2] / (depth_raw + PROJECTION_MATRIX[2][2]); // Calculate the distance from the camera to the water surface float camera_depth = INV_VIEW_MATRIX[3].y - world_position.y; if (camera_depth < 0.0) { // Camera is underwater // Map the depth to a range where deeper = positive beers_law, closer = negative beers_law float depth_factor = smoothstep(-10.0, 0.0, camera_depth); // Adjust -10.0 for the depth range ALPHA -= depth_factor * 0.3; } // Calculate depth blend factor using Beer's law float depth_blend = exp((depth + VERTEX.z + depth_offset) * -beers_law); depth_blend = clamp(1.0 - depth_blend, 0.0, 1.0); float depth_blend_power = clamp(pow(depth_blend, 2.5), 0.0, 1.0); // Sample screen color and blend it with depth color vec3 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, depth_blend_power * 2.5).rgb; vec3 depth_color = mix(shallow_water_color.rgb, deep_water_color.rgb, depth_blend_power); vec3 color = mix(screen_color * depth_color, depth_color * 0.25, depth_blend_power * 0.5); // Calculate depth difference for edge detection float z_depth = edge(texture(DEPTH_TEXTURE, SCREEN_UV).x); float z_pos = edge(FRAGCOORD.z); float z_dif = z_depth - z_pos; // Calculate caustic effect vec4 caustic_screenPos = vec4(SCREEN_UV * 2.0 - 1.0, depth_raw, 1.0); vec4 caustic_localPos = inv_mvp * caustic_screenPos; caustic_localPos = vec4(caustic_localPos.xyz / caustic_localPos.w, caustic_localPos.w); vec2 caustic_Uv = caustic_localPos.xz / vec2(1024.0) + 0.5; caustic_Uv += perturbed_normal.xz * caustic_distortion_strength; float caustic_layer_index = floor(mod(TIME * 26.0, num_caustic_layers)); // Use floor for integer index vec4 caustic_color = texture(caustic_sampler, vec3(caustic_Uv * 660.0, caustic_layer_index)); float caustic_intensity_multiplier = (1.0 - depth_blend_power) * caustics_intensity; color *= 1.0 + pow(caustic_color.r, 1.50) * caustic_intensity_multiplier; // Calculate fresnel effect float fresnel = fresnel(5.0, NORMAL, VIEW); vec3 surface_color = mix(base_water_color, fresnel_water_color, fresnel); // Calculate edge foam effect vec2 edge_uv = world_position.xz * edge_texture_scale + edge_texture_offset + TIME * edge_texture_speed; float edge_fade = smoothstep(edge_fade_start, edge_fade_end, z_dif); vec3 depth_color_adj = mix(texture(edge_foam_texture, edge_uv).rgb * edge_foam_intensity, color, edge_fade); // Apply peak color effect based on height with noise float peak_factor = smoothstep(peak_height_threshold, peak_height_threshold + 0.2, height); float noise_factor = fbm(world_position.xz * 0.1 + TIME * 0.1); peak_factor = peak_factor * noise_factor; vec3 final_color = mix(surface_color, peak_color * peak_intensity, peak_factor); // Sample the foam texture and blend it with the final color vec2 foam_uv = world_position.xz * foam_scale + TIME * 0.1; float foam_sample = texture(foam_texture, foam_uv).r; float foam_blend_factor = smoothstep(0.0, 1.0, peak_factor) * foam_sample * foam_intensity; final_color = mix(final_color, vec3(1.0), foam_blend_factor); // Set the final color, metallic, roughness, and normal ALBEDO = clamp(final_color + depth_color_adj, vec3(0.0), vec3(1.0)); METALLIC = metallic; ROUGHNESS = roughness; NORMAL = perturbed_normal; }