https://np.reddit.com/r/godot/comments/onafz7/parallax_3d_ice_for_plane_meshes/h616x2k/

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  • glsl-blend

    glsl photoshop blending modes. glslify formatted.

  • // Saw a few of these in Unreal Engine and Unity but no Godot :( // So I made one, check other comments for free textures and more info on the shader shader_type spatial; uniform sampler2D over_texture : hint_albedo; uniform sampler2D under_texture : hint_albedo; uniform sampler2D surface_normalmap : hint_normal; // Here's a free CC0 ice texture -> https://ambientcg.com/view?id=Ice003 // You can use that for the over_texture and surface_normalmap // Here's another CC0 ice texture -> https://ambientcg.com/view?id=Ice002 // You can use the displacement map of this texture as the under_texture uniform vec4 top_color : hint_color = vec4(0.6764, 0.980092, 1.0, 1.0); uniform float depth = 0.1; uniform float normal_depth = 2.0; uniform float roughness : hint_range(0.0, 1.0) = 0.0; uniform float metallic : hint_range(0.0, 1.0) = 0.7; uniform int method : hint_range(0, 3) = 1; uniform float refractive_angle = 0.4; uniform float refractive_index_1 = 0.4; uniform float refractive_index_2 = 0.7; // ========↓↓↓THIS PART OF THE CODE IS MIT LICENSED↓↓↓======== // GLSL Blend Overlay taken from https://github.com/jamieowen/glsl-blend/blob/master/overlay.glsl float blendOverlay_f(float base, float blend) { float branchless = step (base,0.5); return (2.0*base*blend)*branchless + (1.0-2.0*(1.0-base)*(1.0-blend))*(1.0-branchless); //This is branchless version } vec3 blendOverlay(vec3 base, vec3 blend) { return vec3(blendOverlay_f(base.r,blend.r),blendOverlay_f(base.g,blend.g),blendOverlay_f(base.b,blend.b)); } // ========↑↑↑THIS PART OF THE CODE IS MIT LICENSED↑↑↑======== varying vec3 ro; varying vec3 p; void vertex() { ro = (CAMERA_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).xyz;// Get camera position in World space coordinates p = ((WORLD_MATRIX)*vec4(VERTEX,1.0)).xyz;// Get fragment position in world space coordinates } void fragment(){ vec3 rd = normalize(p - ro) * depth; vec3 normal = texture(surface_normalmap, UV).xyz; NORMALMAP = normal; NORMALMAP_DEPTH = normal_depth; vec3 refraction; if (method == 1){ refraction = refract(rd, normal, refractive_angle); }else if (method == 2){ float r = refractive_index_1 / refractive_index_2; vec3 n_rd = normalize(rd); float c = dot(-normal, n_rd); float rc = r * c; float root = sqrt( (1.0 - pow(r, 2.0)) * (1.0 - pow(c, 2.0)) ); refraction = r * n_rd + (rc - root) * normal; }else if (method == 3){ rd = normalize(p - ro - normal * refractive_index_1) * depth; } vec3 over_color = texture(over_texture, UV).rgb; vec3 color = blendOverlay(over_color, top_color.rgb); vec2 offset = rd.xz; vec3 under_color = texture(under_texture, UV + offset + ((normal.xy)*2.0-1.0)).rgb; ALBEDO = blendOverlay(color, under_color); ROUGHNESS = roughness; METALLIC = metallic; }

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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