// Wind Waker style water - NekotoArts // Adapted from https://www.shadertoy.com/view/3tKBDz // After which I added in some fractal Brownian motion // as well as vertex displacement shader_type spatial; render_mode unshaded; uniform vec4 WATER_COL : source_color = vec4(0.04, 0.38, 0.88, 1.0); uniform vec4 WATER2_COL : source_color = vec4(0.04, 0.35, 0.78, 1.0); uniform vec4 FOAM_COL : source_color = vec4(0.8125, 0.9609, 0.9648, 1.0); uniform float distortion_speed = 2.0; uniform vec2 tile = vec2(5.0, 5.0); uniform float height = 2.0; uniform vec2 wave_size = vec2(2.0, 2.0); uniform float wave_speed = 1.5; const float M_2PI = 6.283185307; const float M_6PI = 18.84955592; float random(vec2 uv) { return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123); } float noise(vec2 uv) { vec2 uv_index = floor(uv); vec2 uv_fract = fract(uv); // Four corners in 2D of a tile float a = random(uv_index); float b = random(uv_index + vec2(1.0, 0.0)); float c = random(uv_index + vec2(0.0, 1.0)); float d = random(uv_index + vec2(1.0, 1.0)); vec2 blur = smoothstep(0.0, 1.0, uv_fract); return mix(a, b, blur.x) + (c - a) * blur.y * (1.0 - blur.x) + (d - b) * blur.x * blur.y; } float fbm(vec2 uv) { int octaves = 6; float amplitude = 0.5; float frequency = 3.0; float value = 0.0; for(int i = 0; i < octaves; i++) { value += amplitude * noise(frequency * uv); amplitude *= 0.5; frequency *= 2.0; } return value; } float circ(vec2 pos, vec2 c, float s) { c = abs(pos - c); c = min(c, 1.0 - c); return smoothstep(0.0, 0.002, sqrt(s) - sqrt(dot(c, c))) * -1.0; } // Foam pattern for the water constructed out of a series of circles float waterlayer(vec2 uv) { uv = mod(uv, 1.0); // Clamp to [0..1] float ret = 1.0; ret += circ(uv, vec2(0.37378, 0.277169), 0.0268181); ret += circ(uv, vec2(0.0317477, 0.540372), 0.0193742); ret += circ(uv, vec2(0.430044, 0.882218), 0.0232337); ret += circ(uv, vec2(0.641033, 0.695106), 0.0117864); ret += circ(uv, vec2(0.0146398, 0.0791346), 0.0299458); ret += circ(uv, vec2(0.43871, 0.394445), 0.0289087); ret += circ(uv, vec2(0.909446, 0.878141), 0.028466); ret += circ(uv, vec2(0.310149, 0.686637), 0.0128496); ret += circ(uv, vec2(0.928617, 0.195986), 0.0152041); ret += circ(uv, vec2(0.0438506, 0.868153), 0.0268601); ret += circ(uv, vec2(0.308619, 0.194937), 0.00806102); ret += circ(uv, vec2(0.349922, 0.449714), 0.00928667); ret += circ(uv, vec2(0.0449556, 0.953415), 0.023126); ret += circ(uv, vec2(0.117761, 0.503309), 0.0151272); ret += circ(uv, vec2(0.563517, 0.244991), 0.0292322); ret += circ(uv, vec2(0.566936, 0.954457), 0.00981141); ret += circ(uv, vec2(0.0489944, 0.200931), 0.0178746); ret += circ(uv, vec2(0.569297, 0.624893), 0.0132408); ret += circ(uv, vec2(0.298347, 0.710972), 0.0114426); ret += circ(uv, vec2(0.878141, 0.771279), 0.00322719); ret += circ(uv, vec2(0.150995, 0.376221), 0.00216157); ret += circ(uv, vec2(0.119673, 0.541984), 0.0124621); ret += circ(uv, vec2(0.629598, 0.295629), 0.0198736); ret += circ(uv, vec2(0.334357, 0.266278), 0.0187145); ret += circ(uv, vec2(0.918044, 0.968163), 0.0182928); ret += circ(uv, vec2(0.965445, 0.505026), 0.006348); ret += circ(uv, vec2(0.514847, 0.865444), 0.00623523); ret += circ(uv, vec2(0.710575, 0.0415131), 0.00322689); ret += circ(uv, vec2(0.71403, 0.576945), 0.0215641); ret += circ(uv, vec2(0.748873, 0.413325), 0.0110795); ret += circ(uv, vec2(0.0623365, 0.896713), 0.0236203); ret += circ(uv, vec2(0.980482, 0.473849), 0.00573439); ret += circ(uv, vec2(0.647463, 0.654349), 0.0188713); ret += circ(uv, vec2(0.651406, 0.981297), 0.00710875); ret += circ(uv, vec2(0.428928, 0.382426), 0.0298806); ret += circ(uv, vec2(0.811545, 0.62568), 0.00265539); ret += circ(uv, vec2(0.400787, 0.74162), 0.00486609); ret += circ(uv, vec2(0.331283, 0.418536), 0.00598028); ret += circ(uv, vec2(0.894762, 0.0657997), 0.00760375); ret += circ(uv, vec2(0.525104, 0.572233), 0.0141796); ret += circ(uv, vec2(0.431526, 0.911372), 0.0213234); ret += circ(uv, vec2(0.658212, 0.910553), 0.000741023); ret += circ(uv, vec2(0.514523, 0.243263), 0.0270685); ret += circ(uv, vec2(0.0249494, 0.252872), 0.00876653); ret += circ(uv, vec2(0.502214, 0.47269), 0.0234534); ret += circ(uv, vec2(0.693271, 0.431469), 0.0246533); ret += circ(uv, vec2(0.415, 0.884418), 0.0271696); ret += circ(uv, vec2(0.149073, 0.41204), 0.00497198); ret += circ(uv, vec2(0.533816, 0.897634), 0.00650833); ret += circ(uv, vec2(0.0409132, 0.83406), 0.0191398); ret += circ(uv, vec2(0.638585, 0.646019), 0.0206129); ret += circ(uv, vec2(0.660342, 0.966541), 0.0053511); ret += circ(uv, vec2(0.513783, 0.142233), 0.00471653); ret += circ(uv, vec2(0.124305, 0.644263), 0.00116724); ret += circ(uv, vec2(0.99871, 0.583864), 0.0107329); ret += circ(uv, vec2(0.894879, 0.233289), 0.00667092); ret += circ(uv, vec2(0.246286, 0.682766), 0.00411623); ret += circ(uv, vec2(0.0761895, 0.16327), 0.0145935); ret += circ(uv, vec2(0.949386, 0.802936), 0.0100873); ret += circ(uv, vec2(0.480122, 0.196554), 0.0110185); ret += circ(uv, vec2(0.896854, 0.803707), 0.013969); ret += circ(uv, vec2(0.292865, 0.762973), 0.00566413); ret += circ(uv, vec2(0.0995585, 0.117457), 0.00869407); ret += circ(uv, vec2(0.377713, 0.00335442), 0.0063147); ret += circ(uv, vec2(0.506365, 0.531118), 0.0144016); ret += circ(uv, vec2(0.408806, 0.894771), 0.0243923); ret += circ(uv, vec2(0.143579, 0.85138), 0.00418529); ret += circ(uv, vec2(0.0902811, 0.181775), 0.0108896); ret += circ(uv, vec2(0.780695, 0.394644), 0.00475475); ret += circ(uv, vec2(0.298036, 0.625531), 0.00325285); ret += circ(uv, vec2(0.218423, 0.714537), 0.00157212); ret += circ(uv, vec2(0.658836, 0.159556), 0.00225897); ret += circ(uv, vec2(0.987324, 0.146545), 0.0288391); ret += circ(uv, vec2(0.222646, 0.251694), 0.00092276); ret += circ(uv, vec2(0.159826, 0.528063), 0.00605293); return max(ret, 0.0); } // Procedural texture generation for the water vec3 water(vec2 uv, vec3 cdir, float iTime) { uv *= vec2(0.25); uv += fbm(uv) * 0.2; // Parallax height distortion with two directional waves at // slightly different angles. vec2 a = 0.025 * cdir.xz / cdir.y; // Parallax offset float h = sin(uv.x + iTime); // Height at UV uv += a * h; h = sin(0.841471 * uv.x - 0.540302 * uv.y + iTime); uv += a * h; // Texture distortion float d1 = mod(uv.x + uv.y, M_2PI); float d2 = mod((uv.x + uv.y + 0.25) * 1.3, M_6PI); d1 = iTime * 0.07 + d1; d2 = iTime * 0.5 + d2; vec2 dist = vec2( sin(d1) * 0.15 + sin(d2) * 0.05, cos(d1) * 0.15 + cos(d2) * 0.05 ); vec3 ret = mix(WATER_COL.rgb, WATER2_COL.rgb, waterlayer(uv + dist.xy)); ret = mix(ret, FOAM_COL.rgb, waterlayer(vec2(1.0) - uv - dist.yx)); return ret; } void vertex(){ float time = TIME * wave_speed; vec2 uv = UV * wave_size; float d1 = mod(uv.x + uv.y, M_2PI); float d2 = mod((uv.x + uv.y + 0.25) * 1.3, M_6PI); d1 = time * 0.07 + d1; d2 = time * 0.5 + d2; vec2 dist = vec2( sin(d1) * 0.15 + sin(d2) * 0.05, cos(d1) * 0.15 + cos(d2) * 0.05 ); VERTEX.y += dist.y * height; } void fragment() { vec2 uv = UV; ALBEDO = vec3(water(uv * tile, vec3(0,1,0), TIME * distortion_speed)); }