Files
dauphincraft/shaders/underwater_fog.gdshader
Floppyrj45 a8341355e3 feat(particles): bubble trail behind dolphin + block break burst
- BubbleTrail.gd: GPUParticles3D, auto-configured in _ready, set_intensity() API
- BlockBreakParticles.gd: one_shot burst, emit_burst(pos, color) API
- DolphinController.gd: bubble_trail onready + speed_factor hook in _update_movement
- Dolphin.tscn: BubbleEmitterPoint (0,0,1.2) > BubbleTrail child added

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-19 18:09:21 +02:00

20 lines
763 B
Plaintext

shader_type fog;
uniform vec3 shallow_color : source_color = vec3(0.25, 0.55, 0.70);
uniform vec3 deep_color : source_color = vec3(0.02, 0.05, 0.10);
uniform float surface_y : hint_range(0, 100) = 60.0;
uniform float abyss_y : hint_range(-100, 0) = -60.0;
uniform float base_density : hint_range(0, 1) = 0.04;
uniform float abyss_density : hint_range(0, 3) = 0.25;
void fog() {
float depth_factor = clamp((surface_y - WORLD_POSITION.y) / (surface_y - abyss_y), 0.0, 1.0);
vec3 col = mix(shallow_color, deep_color, depth_factor);
float density = mix(base_density, abyss_density, depth_factor);
// Subtle current movement
float wave = sin(WORLD_POSITION.x * 0.1 + TIME * 0.3) * 0.5 + 0.5;
density *= (0.9 + wave * 0.2);
ALBEDO = col;
DENSITY = density;
}