shader_type canvas_item; uniform vec4 water_color : source_color = vec4(0.0, 0.0, 1.0, 1.0); uniform sampler2D noise_tex; // noise texture uniform vec2 noise_speed = vec2(0.05, 0.01); uniform float noise_strength = 0.2; // how much to lighten/darken uniform float pixel_size = 0.005; void fragment() { vec2 uv = UV; vec4 base_tex = texture(TEXTURE, uv); float is_water = step(0.8, 1.0 - distance(base_tex.rgb, water_color.rgb)); vec2 snapped_uv = floor(SCREEN_UV / pixel_size) * pixel_size; // Scroll UVs for noise animation //vec2 noise_uv = SCREEN_UV + noise_speed * TIME; vec2 noise_uv = snapped_uv + noise_speed * TIME; vec4 noise_sample = texture(noise_tex, fract(noise_uv)); float n = noise_sample.r; n = pow(n, 3.0) * 4.0; n = clamp(n,0.0, 1.0); vec4 noisy_color = water_color.rgba; noisy_color += vec4(0.1* (noise_sample.r - 0.5), 0.05 * (noise_sample.r - 0.5), 0.0, 1.0); // Use noise (0..1) to brighten/darken the water color float brightness = (n - 0.5) * 4.0 * noise_strength; vec4 animated_water = noisy_color + vec4(vec3(brightness), 0.0); COLOR = mix(base_tex, animated_water, is_water); } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}