25 lines
870 B
Plaintext
25 lines
870 B
Plaintext
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shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, diffuse_lambert, specular_schlick_ggx, unshaded;
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uniform sampler2D gradient;
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uniform float drop_size;
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uniform float stretch_compensatioon;
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uniform float fill;
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uniform float speed;
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uniform float brightness;
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void fragment() {
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float fresnel = 1.0/(1.0-abs(NORMAL.x));
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float dist = 1.0 / distance(vec2(NORMAL.x/stretch_compensatioon, UV.y), vec2(0.0, mod(-TIME*speed*UV.x, 1.0)));
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dist += 1.0 / distance(vec2(NORMAL.x/stretch_compensatioon, UV.y), vec2(0.0, mod(-TIME*speed*UV.x+0.3, 1.0)));
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//dist = 0.0;
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dist += 1.5 / distance(vec2(NORMAL.x/stretch_compensatioon, UV.y), vec2(0.0, fill));
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dist += 2.0 / distance(vec2(NORMAL.x/stretch_compensatioon, UV2.x), vec2(0.0, 1.0));
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ALBEDO = texture(gradient, UV2).xyz*brightness;
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ALPHA = float(int(dist > 1.0/drop_size));
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}
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