frame-of-mind/src/base-environments/youth_room/shaders/lava-lamp.gdshader

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shader_type spatial;
render_mode blend_mix, depth_draw_opaque, diffuse_lambert, specular_schlick_ggx;
uniform sampler2D gradient: repeat_disable;
uniform float drop_size = 0.015;
uniform float stretch_compensatioon = 40;
uniform float fill = 0.65;
uniform float speed = 0.015;
uniform float brightness = 2;
void fragment() {
float fresnel = 1.0/(1.0-abs(NORMAL.x));
float dist = 1.0 / distance(vec2(NORMAL.x/stretch_compensatioon, UV.y), vec2(0.0, mod(-TIME*speed*UV.x, 1.0)));
dist += 1.0 / distance(vec2(NORMAL.x/stretch_compensatioon, UV.y), vec2(0.0, mod(-TIME*speed*UV.x+0.3, 1.0)));
//dist = 0.0;
dist += 1.5 / distance(vec2(NORMAL.x/stretch_compensatioon, UV.y), vec2(0.0, fill));
dist += 1.5 / distance(vec2(NORMAL.x/stretch_compensatioon, UV2.x), vec2(0.0, 1.1));
ALBEDO = texture(gradient, UV2).xyz * .3;
//ALBEDO = vec3(0.0);
ALPHA = float(int(dist > 1.0/drop_size));
EMISSION = texture(gradient, UV2).xyz * brightness;
}