shader_type spatial; #define S(a, b, t) smoothstep(a, b, t) #define USE_POST_PROCESSING uniform sampler2D viewport_tex : repeat_disable, filter_nearest; uniform sampler2D noise; uniform vec2 destretch; vec3 N13(float p) { // from DAVE HOSKINS vec3 p3 = fract(vec3(p, p, p) * vec3(.1031, .11369, .13787)); p3 += dot(p3, p3.yzx + 19.19); return fract(vec3((p3.x + p3.y)*p3.z, (p3.x + p3.z)*p3.y, (p3.y + p3.z)*p3.x)); } vec4 N14(float t) { return fract(sin(t*vec4(123., 1024., 1456., 264.))*vec4(6547., 345., 8799., 1564.)); } float N(float t) { return fract(sin(t*12345.564)*7658.76); } float Saw(float b, float t) { return S(0., b, t)*S(1., b, t); } vec2 DropLayer2(vec2 uv, float t) { vec2 UV = uv; uv.y += t*0.75; vec2 a = vec2(6., 1.); vec2 grid = a*2.; vec2 id = floor(uv*grid); float colShift = N(id.x); uv.y += colShift; id = floor(uv*grid); vec3 n = N13(id.x*35.2 + id.y*2376.1); vec2 st = fract(uv*grid) - vec2(.5, 0); float x = n.x - .5; float y = UV.y*20.; float wiggle = sin(y + sin(y)); x += wiggle*(.5 - abs(x))*(n.z - .5); x *= .7; float ti = fract(t + n.z); y = (Saw(.85, ti) - .5)*.9 + .5; vec2 p = vec2(x, y); float d = length((st - p)*a.yx); float mainDrop = S(.4, .0, d); float r = sqrt(S(1., y, st.y)); float cd = abs(st.x - x); float trail = S(.23*r, .15*r*r, cd); float trailFront = S(-.02, .02, st.y - y); trail *= trailFront*r*r; y = UV.y; float trail2 = S(.2*r, .0, cd); float droplets = max(0., (sin(y*(1. - y)*120.) - st.y))*trail2*trailFront*n.z; y = fract(y*10.) + (st.y - .5); float dd = length(st - vec2(x, y)); droplets = S(.3, 0., dd); float m = mainDrop + droplets*r*trailFront; //m += st.x>a.y*.45 || st.y>a.x*.165 ? 1.2 : 0.; return vec2(m, trail); } float StaticDrops(vec2 uv, float t) { uv *= 40.; vec2 id = floor(uv); uv = fract(uv) - .5; vec3 n = N13(id.x*107.45 + id.y*3543.654); vec2 p = (n.xy - .5)*.7; float d = length(uv - p); float fade = Saw(.025, fract(t + n.z)); float c = S(.3, 0., d)*fract(n.z*10.)*fade; return c; } vec2 Drops(vec2 uv, float t, float l0, float l1, float l2) { float s = StaticDrops(uv, t)*l0; vec2 m1 = DropLayer2(uv, t)*l1; vec2 m2 = DropLayer2(uv*1.85, t)*l2; float c = s + m1.x + m2.x; c = S(.3, 1., c); return vec2(c, max(m1.y*l0, m2.y*l1)); } void vertex() { UV *= destretch; } void fragment() { vec2 uv = UV + texture(noise, UV * 0.1 - TIME * vec2(0, 0.01)).zx * 0.2; float rainAmount = sin(TIME*.05)*10.0+0.7; rainAmount = 1.5; float staticDrops = S(-.5, 1., rainAmount)*2.; float layer1 = S(.25, .5, rainAmount); float layer2 = S(.0, .5, rainAmount); vec2 c = Drops(-uv, TIME*.3, staticDrops, layer1, layer2); vec2 e = vec2(.001, 0.); float cx = Drops(-uv+e, TIME*.3, staticDrops, layer1, layer2).x; float cy = Drops(-uv+e.yx, TIME*.3, staticDrops, layer1, layer2).x; vec2 n = vec2(cx-c.x, cy-c.x); // expensive normals n *= 0.3; vec2 flowing_water = texture(noise, UV * vec2(1, 0.3) - TIME * vec2(0.01, 0.2)).xy; flowing_water = texture(noise, UV + flowing_water - TIME * vec2(-0.02, 0.2)).yz; flowing_water = flowing_water * vec2(0.03, 0.02); vec3 col = texture(viewport_tex, flowing_water + SCREEN_UV + n).rgb; ROUGHNESS = 0.1; SPECULAR = 1.0; ALBEDO = vec3(0.02); EMISSION = pow(col, vec3(3)); }