71 lines
1.6 KiB
Plaintext
71 lines
1.6 KiB
Plaintext
shader_type spatial;
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render_mode shadows_disabled, cull_back;
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uniform vec3 albedo : source_color;
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varying float voronoi_value;
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uniform float progress = 0.0;
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uniform float smoothness = 0.01;
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uniform float ease = 2.0;
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uniform float base_scale = 1.0;
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uniform float deformation_scale = 1.0;
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uniform float texture_offset = 0.0;
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uniform float fresnel_offset = 1.0;
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uniform float global_alpha = 1.0;
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// Voronoi method credit:
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// The MIT License
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// Copyright © 2013 Inigo Quilez
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// https://www.shadertoy.com/view/ldl3Dl
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vec3 hash( vec3 x ){
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x = vec3( dot(x,vec3(127.1,311.7, 74.7)),
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dot(x,vec3(269.5,183.3,246.1)),
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dot(x,vec3(113.5,271.9,124.6)));
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return fract(sin(x)*43758.5453123);
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}
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vec3 voronoi( in vec3 x ){
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vec3 p = floor( x );
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vec3 f = fract( x );
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float id = 0.0;
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vec2 res = vec2( 100.0 );
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for( int k=-1; k<=1; k++ )
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for( int j=-1; j<=1; j++ )
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for( int i=-1; i<=1; i++ ) {
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vec3 b = vec3( float(i), float(j), float(k) );
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vec3 r = vec3( b ) - f + hash( p + b );
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float d = dot( r, r );
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if( d < res.x ) {
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id = dot( p+b, vec3(1.0,57.0,113.0 ) );
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res = vec2( d, res.x );
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} else if( d < res.y ) {
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res.y = d;
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}
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}
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return vec3( sqrt( res ), abs(id) );
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}
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float fresnel(vec3 normal, vec3 view, float amount){
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return pow(1.0 - clamp(dot(normal, view), 0.0, 1.0), amount);
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}
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void vertex() {
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float smooth_df = deformation_scale;
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voronoi_value = voronoi(VERTEX + texture_offset).x;
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VERTEX += NORMAL * (1.0 - pow(voronoi_value, ease)) * smooth_df;
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VERTEX *= base_scale;
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}
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void fragment(){
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ALBEDO = albedo;
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EMISSION = albedo * 0.5;
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ALPHA = 1.0 - fresnel(NORMAL, VIEW, 2.0 * fresnel_offset);
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ALPHA *= global_alpha;
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}
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