Discrete Ocean

Discretized color gradient built of waves flowing through the screen with a slight parallax effect. Customizable in color and wave properties

Shader code
shader_type canvas_item;

uniform vec4 bottom_color: source_color;
uniform vec4 top_color: source_color;

uniform float wave_amp: hint_range(0.0, 0.5);
uniform float wave_size: hint_range(1.0, 10.0);
uniform float wave_time_mul: hint_range(0.1, 2.0);

uniform int total_phases: hint_range(2, 600, 1);


float rand(float n){return fract(sin(n) * 43758.5453123);}


float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
	return mix(rand(fl), rand(fl + 1.0), fc);
}


float fmod(float x, float y) {
	return x - floor(x / y) * y;
}


vec4 lerp(vec4 a, vec4 b, float w) {
	return a + w * (b - a);
}


void fragment() {
	float t = float(total_phases);
	float effective_wave_amp = min(wave_amp, 0.5 / t);
	float d = fmod(UV.y, 1.0 / t);
	float i = floor(UV.y * t);
	float vi = floor(UV.y * t + t * effective_wave_amp);
	float s = effective_wave_amp * sin((UV.x + TIME * max(1.0 / t, noise(vi)) * wave_time_mul * vi / t) * 2.0 * PI * wave_size);
	
	if (d < s) i--;
	if (d > s + 1.0 / t) i++;
	i = clamp(i, 0.0, t - 1.0);
	
	COLOR = lerp(top_color, bottom_color, i / (t - 1.0));
}
Tags
Abstract, background, canvas, wave
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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