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dauphincraft/shaders/underwater_fog.gdshader
2026-04-19 17:10:17 +02:00

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shader_type fog;
uniform float surface_y : hint_range(-100.0, 100.0) = 0.0;
uniform float abyss_depth : hint_range(-200.0, 0.0) = -60.0;
void fog() {
float depth_factor = clamp((WORLD_POSITION.y - abyss_depth) / (surface_y - abyss_depth), 0.0, 1.0);
vec3 surface_color = vec3(0.15, 0.45, 0.6);
vec3 abyss_color = vec3(0.02, 0.08, 0.15);
vec3 fog_color = mix(abyss_color, surface_color, depth_factor);
float current_wave = sin(TIME * 0.3 + WORLD_POSITION.x * 0.05) * 0.02
+ sin(TIME * 0.17 + WORLD_POSITION.z * 0.04) * 0.01;
float base_density = mix(0.3, 0.05, depth_factor) + current_wave;
base_density = clamp(base_density, 0.0, 0.4);
ALBEDO = fog_color;
DENSITY = base_density;
}