saumwacht-godot/scripts/presentation/river.gdshader
Martin Stickelbroeck c2b447610c Baseline: Saumwacht 0.15.0 (Phase 20A) vor dem Umbau zu Champions of Luneraria
Unveränderter Ausgangsstand inklusive Masterprompt und Konzeptbildern
unter assets/. .godot/ und docs/screenshots/ bleiben laut .gitignore
unversioniert; letztere sind unter ../backups gesichert.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 20:00:36 +02:00

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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);
}