CCF

Shader code
// Wind Waker style water - NekotoArts
// Adapted from https://www.shadertoy.com/view/3tKBDz
// After which I added in some fractal Brownian motion
// as well as vertex displacement

shader_type spatial;

uniform vec4 WATER_COL : hint_color =  vec4(0.04, 0.38, 0.88, 1.0);
uniform vec4 WATER2_COL : hint_color =  vec4(0.04, 0.35, 0.78, 1.0);
uniform vec4 FOAM_COL : hint_color = vec4(0.8125, 0.9609, 0.9648, 1.0);
uniform float distortion_speed = 2.0;
uniform vec2 tile = vec2(5.0, 5.0);
uniform float height = 2.0;
uniform vec2 wave_size = vec2(2.0, 2.0);
uniform float wave_speed = 1.5;

const float M_2PI = 6.283185307;
const float M_6PI = 18.84955592;

float random(vec2 uv) {
    return fract(sin(dot(uv.xy,
        vec2(12.9898,78.233))) *
            43758.5453123);
}

float noise(vec2 uv) {
    vec2 uv_index = floor(uv);
    vec2 uv_fract = fract(uv);

    // Four corners in 2D of a tile
    float a = random(uv_index);
    float b = random(uv_index + vec2(1.0, 0.0));
    float c = random(uv_index + vec2(0.0, 1.0));
    float d = random(uv_index + vec2(1.0, 1.0));

    vec2 blur = smoothstep(0.0, 1.0, uv_fract);

    return mix(a, b, blur.x) +
            (c - a) * blur.y * (1.0 - blur.x) +
            (d - b) * blur.x * blur.y;
}

float fbm(vec2 uv) {
    int octaves = 6;
    float amplitude = 0.5;
    float frequency = 3.0;
	float value = 0.0;
	
    for(int i = 0; i < octaves; i++) {
        value += amplitude * noise(frequency * uv);
        amplitude *= 0.5;
        frequency *= 2.0;
    }
    return value;
}

float circ(vec2 pos, vec2 c, float s)
{
    c = abs(pos - c);
    c = min(c, 1.0 - c);

    return smoothstep(0.0, 0.002, sqrt(s) - sqrt(dot(c, c))) * -1.0;
}

// Foam pattern for the water constructed out of a series of circles
float waterlayer(vec2 uv)
{
    uv = mod(uv, 1.0); // Clamp to [0..1]
	
    float ret = 1.0;
    ret += circ(uv, vec2(0.37378, 0.277169), 0.0268181);
    ret += circ(uv, vec2(0.0317477, 0.540372), 0.0193742);
    ret += circ(uv, vec2(0.430044, 0.882218), 0.0232337);
    ret += circ(uv, vec2(0.641033, 0.695106), 0.0117864);
    ret += circ(uv, vec2(0.0146398, 0.0791346), 0.0299458);
    ret += circ(uv, vec2(0.43871, 0.394445), 0.0289087);
    ret += circ(uv, vec2(0.909446, 0.878141), 0.028466);
    ret += circ(uv, vec2(0.310149, 0.686637), 0.0128496);
    ret += circ(uv, vec2(0.928617, 0.195986), 0.0152041);
    ret += circ(uv, vec2(0.0438506, 0.868153), 0.0268601);
    ret += circ(uv, vec2(0.308619, 0.194937), 0.00806102);
    ret += circ(uv, vec2(0.349922, 0.449714), 0.00928667);
    ret += circ(uv, vec2(0.0449556, 0.953415), 0.023126);
    ret += circ(uv, vec2(0.117761, 0.503309), 0.0151272);
    ret += circ(uv, vec2(0.563517, 0.244991), 0.0292322);
    ret += circ(uv, vec2(0.566936, 0.954457), 0.00981141);
    ret += circ(uv, vec2(0.0489944, 0.200931), 0.0178746);
    ret += circ(uv, vec2(0.569297, 0.624893), 0.0132408);
    ret += circ(uv, vec2(0.298347, 0.710972), 0.0114426);
    ret += circ(uv, vec2(0.878141, 0.771279), 0.00322719);
    ret += circ(uv, vec2(0.150995, 0.376221), 0.00216157);
    ret += circ(uv, vec2(0.119673, 0.541984), 0.0124621);
    ret += circ(uv, vec2(0.629598, 0.295629), 0.0198736);
    ret += circ(uv, vec2(0.334357, 0.266278), 0.0187145);
    ret += circ(uv, vec2(0.918044, 0.968163), 0.0182928);
    ret += circ(uv, vec2(0.965445, 0.505026), 0.006348);
    ret += circ(uv, vec2(0.514847, 0.865444), 0.00623523);
    ret += circ(uv, vec2(0.710575, 0.0415131), 0.00322689);
    ret += circ(uv, vec2(0.71403, 0.576945), 0.0215641);
    ret += circ(uv, vec2(0.748873, 0.413325), 0.0110795);
    ret += circ(uv, vec2(0.0623365, 0.896713), 0.0236203);
    ret += circ(uv, vec2(0.980482, 0.473849), 0.00573439);
    ret += circ(uv, vec2(0.647463, 0.654349), 0.0188713);
    ret += circ(uv, vec2(0.651406, 0.981297), 0.00710875);
    ret += circ(uv, vec2(0.428928, 0.382426), 0.0298806);
    ret += circ(uv, vec2(0.811545, 0.62568), 0.00265539);
    ret += circ(uv, vec2(0.400787, 0.74162), 0.00486609);
    ret += circ(uv, vec2(0.331283, 0.418536), 0.00598028);
    ret += circ(uv, vec2(0.894762, 0.0657997), 0.00760375);
    ret += circ(uv, vec2(0.525104, 0.572233), 0.0141796);
    ret += circ(uv, vec2(0.431526, 0.911372), 0.0213234);
    ret += circ(uv, vec2(0.658212, 0.910553), 0.000741023);
    ret += circ(uv, vec2(0.514523, 0.243263), 0.0270685);
    ret += circ(uv, vec2(0.0249494, 0.252872), 0.00876653);
    ret += circ(uv, vec2(0.502214, 0.47269), 0.0234534);
    ret += circ(uv, vec2(0.693271, 0.431469), 0.0246533);
    ret += circ(uv, vec2(0.415, 0.884418), 0.0271696);
    ret += circ(uv, vec2(0.149073, 0.41204), 0.00497198);
    ret += circ(uv, vec2(0.533816, 0.897634), 0.00650833);
    ret += circ(uv, vec2(0.0409132, 0.83406), 0.0191398);
    ret += circ(uv, vec2(0.638585, 0.646019), 0.0206129);
    ret += circ(uv, vec2(0.660342, 0.966541), 0.0053511);
    ret += circ(uv, vec2(0.513783, 0.142233), 0.00471653);
    ret += circ(uv, vec2(0.124305, 0.644263), 0.00116724);
    ret += circ(uv, vec2(0.99871, 0.583864), 0.0107329);
    ret += circ(uv, vec2(0.894879, 0.233289), 0.00667092);
    ret += circ(uv, vec2(0.246286, 0.682766), 0.00411623);
    ret += circ(uv, vec2(0.0761895, 0.16327), 0.0145935);
    ret += circ(uv, vec2(0.949386, 0.802936), 0.0100873);
    ret += circ(uv, vec2(0.480122, 0.196554), 0.0110185);
    ret += circ(uv, vec2(0.896854, 0.803707), 0.013969);
    ret += circ(uv, vec2(0.292865, 0.762973), 0.00566413);
    ret += circ(uv, vec2(0.0995585, 0.117457), 0.00869407);
    ret += circ(uv, vec2(0.377713, 0.00335442), 0.0063147);
    ret += circ(uv, vec2(0.506365, 0.531118), 0.0144016);
    ret += circ(uv, vec2(0.408806, 0.894771), 0.0243923);
    ret += circ(uv, vec2(0.143579, 0.85138), 0.00418529);
    ret += circ(uv, vec2(0.0902811, 0.181775), 0.0108896);
    ret += circ(uv, vec2(0.780695, 0.394644), 0.00475475);
    ret += circ(uv, vec2(0.298036, 0.625531), 0.00325285);
    ret += circ(uv, vec2(0.218423, 0.714537), 0.00157212);
    ret += circ(uv, vec2(0.658836, 0.159556), 0.00225897);
    ret += circ(uv, vec2(0.987324, 0.146545), 0.0288391);
    ret += circ(uv, vec2(0.222646, 0.251694), 0.00092276);
    ret += circ(uv, vec2(0.159826, 0.528063), 0.00605293);
	return max(ret, 0.0);
}

// Procedural texture generation for the water
vec3 water(vec2 uv, vec3 cdir, float iTime)
{
    uv *= vec2(0.25);
	uv += fbm(uv) * 0.2;

    // Parallax height distortion with two directional waves at
    // slightly different angles.
    vec2 a = 0.025 * cdir.xz / cdir.y; // Parallax offset
    float h = sin(uv.x + iTime); // Height at UV
    uv += a * h;
    h = sin(0.841471 * uv.x - 0.540302 * uv.y + iTime);
    uv += a * h;
    
    // Texture distortion
    float d1 = mod(uv.x + uv.y, M_2PI);
    float d2 = mod((uv.x + uv.y + 0.25) * 1.3, M_6PI);
    d1 = iTime * 0.07 + d1;
    d2 = iTime * 0.5 + d2;
    vec2 dist = vec2(
    	sin(d1) * 0.15 + sin(d2) * 0.05,
    	cos(d1) * 0.15 + cos(d2) * 0.05
    );
    
    vec3 ret = mix(WATER_COL.rgb, WATER2_COL.rgb, waterlayer(uv + dist.xy));
    ret = mix(ret, FOAM_COL.rgb, waterlayer(vec2(1.0) - uv - dist.yx));
    return ret;
}


void vertex(){
	float time = TIME * wave_speed;
	vec2 uv = UV * wave_size;
	float d1 = mod(uv.x + uv.y, M_2PI);
    float d2 = mod((uv.x + uv.y + 0.25) * 1.3, M_6PI);
    d1 = time * 0.07 + d1;
    d2 = time * 0.5 + d2;
    vec2 dist = vec2(
    	sin(d1) * 0.15 + sin(d2) * 0.05,
    	cos(d1) * 0.15 + cos(d2) * 0.05
    );
	VERTEX.y += dist.y * height;
}

void fragment()
{
	vec2 uv = UV;
	
    ALBEDO = vec3(water(uv * tile, vec3(0,1,0), TIME * distortion_speed));
}
Tags
YY24
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.
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ColorauGuiyino
9 days ago

asd

Last edited 9 days ago by ColorauGuiyino