shader_type spatial; render_mode diffuse_burley, specular_schlick_ggx; varying vec3 world; float hash(vec2 p) { return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); } float noise(vec2 p) { vec2 i=floor(p),f=fract(p); f=f*f*(3.0-2.0*f); return mix(mix(hash(i),hash(i+vec2(1,0)),f.x),mix(hash(i+vec2(0,1)),hash(i+vec2(1,1)),f.x),f.y); } void vertex() { world=(MODEL_MATRIX*vec4(VERTEX,1.0)).xyz; } void fragment() { vec2 flow=world.xz*.75+vec2(TIME*.037,-TIME*.075); float waves=noise(flow)*.6+noise(flow*2.13+vec2(-TIME*.06,0))*.3+noise(flow*4.17)*.1; float fresnel=pow(1.0-clamp(dot(normalize(NORMAL),normalize(VIEW)),0.0,1.0),4.0); ALBEDO=mix(vec3(.022,.094,.098),vec3(.042,.145,.15),waves)+vec3(.045,.07,.075)*fresnel; ROUGHNESS=.32; METALLIC=.18; vec3 n=NORMAL,dx=dFdx(VERTEX),dy=dFdy(VERTEX); vec3 rx=cross(dy,n),ry=cross(n,dx);float det=dot(dx,rx); NORMAL=normalize(abs(det)*n-sign(det)*(dFdx(waves)*rx+dFdy(waves)*ry)*.055); }