shader_type spatial; uniform vec4 out_color : hint_color = vec4(0.0, 0.2, 1.0, 1.0); uniform float amount : hint_range(0.2, 1.5) = 0.8; uniform float beer_factor : hint_range(0.01, 1.5) = 0.2; float generate_offset(float x, float z, float val1, float val2, float time) { float speed = 1.0; float radiansx = ((mod(x + z * x * val1, amount) / amount) + (time * speed) * mod(x * 0.8 + z, 1.5)) * 2.0 * 3.14; float radiansz = ((mod(val2 * (z * x + z * x), amount) / amount) + (time * speed) * 2.0 * mod(x, 2.0)) * 2.0 * 3.14; return amount * 0.5 * (sin(radiansz) + cos(radiansx)); } vec3 apply_distortion(vec3 vertex, float time) { float xd = generate_offset(vertex.x, vertex.z, 0.2, 0.1, time); float yd = generate_offset(vertex.x, vertex.z, 0.1, 0.3, time); float zd = generate_offset(vertex.x, vertex.z, 0.15, 0.2, time); return vertex + vec3(xd, yd, zd); } void vertex() { VERTEX = apply_distortion(VERTEX, TIME * 0.1); } void fragment() { NORMAL = normalize(cross(dFdx(VERTEX), dFdy(VERTEX))); METALLIC = 0.6; SPECULAR = 0.5; ROUGHNESS = 0.2; ALBEDO = out_color.xyz; float depth = texture(DEPTH_TEXTURE, SCREEN_UV).r; depth = depth * 2.0 - 1.0; depth = PROJECTION_MATRIX[3][2] / (depth + PROJECTION_MATRIX[2][2]); depth = depth + VERTEX.z; depth = exp(-depth * beer_factor); ALPHA = clamp(1.0 - depth, 0.0, 1.0); }