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Add not working water shader
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<qresource prefix="/">
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<qresource prefix="/">
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<file>lightning.frag</file>
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<file>lightning.frag</file>
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<file>lightning.vert</file>
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<file>lightning.vert</file>
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<file>water.frag</file>
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<file>water.vert</file>
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</qresource>
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</qresource>
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</RCC>
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</RCC>
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ScreenPlayShader/water.frag
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43
ScreenPlayShader/water.frag
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uniform sampler2D qt_Texture0;
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varying vec4 qt_TexCoord0;
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uniform float reflectionOffset = 0; // allows player to control reflection position
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uniform float reflectionBlur = 0; // works only if projec's driver is set to GLES3, more information here https://docs.godotengine.org/ru/stable/tutorials/shading/screen-reading_shaders.html
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uniform float calculatedOffset = 0; // this is controlled by script, it takes into account camera position and water object position, that way reflection stays in the same place when camera is moving
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uniform float calculatedAspect = 1; // is controlled by script, ensures that noise is not affected by object scale
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uniform sampler2D noiseTexture;
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uniform float offsetStrength;
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uniform float maxOffset;
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uniform vec2 distortionScale = vec2(0.3, 0.3);
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uniform vec2 distortionSpeed = vec2(0.01, 0.02);
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uniform float waveSmoothing = .01;
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uniform float mainWaveSpeed = 2.5;
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uniform float mainWaveFrequency = 20;
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uniform float mainWaveAmplitude = 0.005;
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uniform float secondWaveSpeed = 2.5;
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uniform float secondWaveFrequency = 20;
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uniform float secondWaveAmplitude = 0.015;
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uniform float thirdWaveSpeed = 2.5;
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uniform float thirdWaveFrequency = 20;
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uniform float thirdWaveAmplitude = 0.01;
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uniform float squashing = 1.0;
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uniform vec4 shorelineColor = vec4(1.0, 1.0, 1.0, 1.0); //: hint_color = vec4(1.);
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uniform float shorelineSize = 0.0025; //: hint_range(0., 0.1) = 0.0025;
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uniform float shorelineFoamSize : hint_range(0., 0.1) = 0.0025;
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uniform float foamSpeed;
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uniform vec2 foamScale;
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uniform float time;
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void main(void)
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{
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gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);
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}
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10
ScreenPlayShader/water.vert
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10
ScreenPlayShader/water.vert
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attribute vec4 qt_Vertex;
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attribute vec4 qt_MultiTexCoord0;
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uniform mat4 qt_ModelViewProjectionMatrix;
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varying vec4 qt_TexCoord0;
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void main(void)
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{
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gl_Position = qt_ModelViewProjectionMatrix * qt_Vertex;
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qt_TexCoord0 = qt_MultiTexCoord0;
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}
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