varying vec2 csm_vUv; uniform float uTime; uniform vec3 uColorNear; uniform vec3 uColorFar; uniform float uTextureSize; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); // Avoid truncation effects in permutation vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } void main() { // Set the current color as the base color. vec3 finalColor = csm_FragColor.rgb; // Set an initial alpha value vec3 alpha = vec3(1.0); // Invert texture size float textureSize = 100.0 - uTextureSize; // Generate noise for the base texture float noiseBase = snoise(csm_vUv * (textureSize * 2.8) + sin(uTime * 0.3)); noiseBase = noiseBase * 0.5 + 0.5; vec3 colorBase = vec3(noiseBase); // Calculate foam effect using smoothstep and thresholding vec3 foam = smoothstep(0.08, 0.001, colorBase); foam = step(0.5, foam); // binary step to create foam effect // Generate additional noise for waves float noiseWaves = snoise(csm_vUv * textureSize + sin(uTime * -0.1)); noiseWaves = noiseWaves * 0.5 + 0.5; vec3 colorWaves = vec3(noiseWaves); // Apply smoothstep for wave thresholding float threshold = 0.6 + 0.01 * sin(uTime * 2.0); // threshold for waves oscillates between 0.6 and 0.61 vec3 waveEffect = 1.0 - (smoothstep(threshold + 0.03, threshold + 0.032, colorWaves) + smoothstep(threshold, threshold - 0.01, colorWaves)); // Binary step to increase the wave pattern thickness waveEffect = step(0.5, waveEffect); // Combine wave and foam effects vec3 combinedEffect = min(waveEffect + foam, 1.0); // Applying a gradient based on distance float vignette = length(csm_vUv - 0.5) * 1.5; vec3 baseEffect = smoothstep(0.1, 0.3, vec3(vignette)); vec3 baseColor = mix(finalColor, uColorFar, baseEffect); combinedEffect = min(waveEffect + foam, 1.0); combinedEffect = mix(combinedEffect, vec3(0.0), baseEffect); // Sample foam to maintain constant alpha of 1.0 vec3 foamEffect = mix(foam, vec3(0.0), baseEffect); // Set the final color finalColor = (1.0 - combinedEffect) * baseColor + combinedEffect; // Managing the alpha based on the distance alpha = mix(vec3(0.2), vec3(1.0), foamEffect); alpha = mix(alpha, vec3(1.0), vignette + 0.5); // Output the final color csm_FragColor = vec4(finalColor, alpha); }