shader_type canvas_item; uniform float fill : hint_range(0.0, 1.0) = 0.0; uniform vec4 liquid_color : source_color = vec4(0.2, 0.5, 0.8, 1.0); uniform vec4 bg_color : source_color = vec4(0.08, 0.08, 0.12, 1.0); uniform vec4 border_color : source_color = vec4(0.2, 0.2, 0.28, 1.0); uniform float corner_radius : hint_range(0.0, 0.5) = 0.06; uniform float border_width : hint_range(0.0, 0.1) = 0.008; uniform float wave_amp : hint_range(0.0, 0.05) = 0.012; uniform float wave_freq : hint_range(0.0, 15.0) = 4.0; float rr_sdf(vec2 p, vec2 half_size, float r) { vec2 d = abs(p) - half_size + r; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r; } void fragment() { vec2 half_size = vec2(0.5, 0.5); vec2 uv_centered = UV - half_size; float max_r = min(corner_radius, half_size.x); // Outer rounded rect float outer_d = rr_sdf(uv_centered, half_size, max_r); float outer = 1.0 - smoothstep(0.0, max(0.001, fwidth(outer_d)), max(outer_d, 0.0)); // Inner (inset by border_width) float inner_r = max(0.0, max_r - border_width); float inner_hw = max(0.0, half_size.x - border_width); float inner_hh = max(0.0, half_size.y - border_width); float inner_d = rr_sdf(uv_centered, vec2(inner_hw, inner_hh), inner_r); float inner = 1.0 - smoothstep(0.0, max(0.001, fwidth(inner_d)), max(inner_d, 0.0)); // Liquid fill with a gentle animated wave at the surface. // UV.y = 0 is top, UV.y = 1 is bottom. fill = 0 → empty, fill = 1 → full. float wave = sin(UV.x * wave_freq * 6.283 + TIME * 1.5) * wave_amp; float fill_line = 1.0 - fill + wave; float liquid = smoothstep(fill_line - 0.001, fill_line + 0.001, UV.y); liquid *= inner; // Base background vec3 col = bg_color.rgb; // Liquid with subtle depth gradient vec3 liq = mix(liquid_color.rgb, liquid_color.rgb * 1.35, 1.0 - UV.y); col = mix(col, liq, liquid); // Surface highlight line at the top of the liquid column float surface = smoothstep(fill_line - 0.008, fill_line, UV.y) - smoothstep(fill_line, fill_line + 0.002, UV.y); col += surface * vec3(0.3, 0.4, 0.5) * liquid; // Border col = mix(col, border_color.rgb, outer - inner); COLOR = vec4(col, outer); }