shader_type canvas_item; // --- Fill control --- uniform float fill : hint_range(0.0, 1.0) = 0.0; 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) = 0.05; 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; // --- Liquid base color (modulated by effects below) --- uniform vec4 liquid_color : source_color = vec4(0.2, 0.5, 0.8, 1.0); // --- Animation controls --- uniform float time_factor : hint_range(0.0, 5.0) = 1.0; uniform float wave_strength : hint_range(0.0, 0.5) = 0.05; uniform float ripple_speed : hint_range(0.0, 5.0) = 1.0; // --- Glow / edge --- uniform vec4 edge_color : source_color = vec4(0.3, 0.6, 1.0, 1.0); uniform float glow_intensity : hint_range(0.0, 5.0) = 1.5; uniform float edge_pulse : hint_range(0.0, 2.0) = 1.0; // --- Distortion --- uniform sampler2D noise_tex : repeat_enable; uniform float noise_scale : hint_range(0.0, 5.0) = 1.0; uniform float swirl_strength : hint_range(-2.0, 2.0) = 0.5; uniform float hue_shift_speed : hint_range(0.0, 5.0) = 0.0; // ---------- helpers ---------- vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1e-10; return vec3(abs((q.w - q.y) / (6.0 * d + e) + q.z), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec3 p = abs(fract(c.xxx + vec3(0.0, 1.0 / 3.0, 2.0 / 3.0)) * 6.0 - 3.0); return c.z * mix(vec3(1.0), clamp(p - 1.0, 0.0, 1.0), c.y); } vec2 get_swirl_uv(vec2 uv, float strength) { vec2 center = vec2(0.5); vec2 diff = uv - center; float dist = length(diff); float angle = atan(diff.y, diff.x) + strength * (0.5 - dist) * sin(TIME * 0.5); return center + vec2(cos(angle), sin(angle)) * dist; } 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; } // ---------- main ---------- void fragment() { vec2 half_size = vec2(0.5, 0.5); vec2 uv_centered = UV - half_size; float t = TIME * time_factor; // --- rounded-rect mask --- float max_r = min(corner_radius, half_size.x); 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)); 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 line (sum-of-sines + edge damping) --- float wf = wave_freq * 6.283; float w1 = sin(UV.x * wf + TIME * 5.0); float w2 = sin(UV.x * wf * 1.7 + TIME * 7.0 + 1.3) * 0.5; float w3 = sin(UV.x * wf * 0.6 + TIME * 2.5 + 2.9) * 0.3; float wave_sum = (w1 + w2 + w3) / 1.8; // damp wave near left/right walls for meniscus effect float edge_damp = smoothstep(0.0, 0.08, UV.x) * smoothstep(0.0, 0.08, 1.0 - UV.x); wave_sum *= edge_damp; float fill_line = 1.0 - fill + wave_sum * wave_amp; float liquid = smoothstep(fill_line - 0.001, fill_line + 0.001, UV.y); liquid *= inner; // --- build effect colour for the liquid region --- vec2 uv = UV; float noise_val = texture(noise_tex, uv * noise_scale + t * 0.05).r; // wave distortion uv.y += sin(uv.x * 10.0 + t) * wave_strength * noise_val; uv.x += cos(uv.y * 10.0 + t * 0.5) * wave_strength * noise_val; // ripple rings float dist_center = distance(uv, vec2(0.5)); uv += sin(dist_center * 20.0 - t * ripple_speed) * (wave_strength * 0.5 * noise_val); // swirl uv = get_swirl_uv(uv, swirl_strength); // sample the ColorRect texture (water image if assigned, else 1x1 white) vec4 tex = texture(TEXTURE, uv); // hue-shift the base liquid colour, modulated by the texture vec3 base_rgb = tex.rgb * liquid_color.rgb; vec3 hsv = rgb2hsv(base_rgb); hsv.x = fract(hsv.x + t * 0.1 * hue_shift_speed); hsv.y = clamp(hsv.y + 0.2 * noise_val, 0.0, 1.0); vec3 effect_rgb = hsv2rgb(hsv); // top-down lighting — subtle brightening at the very top float top_light = smoothstep(0.0, 0.3, 1.0 - UV.y); effect_rgb *= 1.0 + top_light * 0.2; // overall pulse float pulse = 0.8 + 0.2 * sin(t); effect_rgb *= (glow_intensity * pulse); // tiny sparkle effect_rgb += 0.03 * vec3(sin(t * 3.0), cos(t * 2.0), noise_val * 0.1); // --- composite --- vec3 col = bg_color.rgb; col = mix(col, effect_rgb, liquid); // surface foam line (wider glow + bright core) float foam_glow = smoothstep(fill_line - 0.02, fill_line, UV.y) - smoothstep(fill_line, fill_line + 0.004, UV.y); col += foam_glow * vec3(0.5, 0.65, 0.9) * 0.6 * liquid; float foam_core = smoothstep(fill_line - 0.006, fill_line, UV.y) - smoothstep(fill_line, fill_line + 0.001, UV.y); col += foam_core * vec3(0.7, 0.85, 1.0) * liquid; // border col = mix(col, border_color.rgb, outer - inner); COLOR = vec4(col, outer); }