shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_burley, specular_schlick_ggx;

uniform float wave_strength : hint_range(0.0, 1.0) = 0.15;
uniform float wave_speed : hint_range(0.0, 5.0) = 1.2;

void vertex() {
	vec3 pos = VERTEX;
	float wave = sin(pos.z * 0.4 + TIME * wave_speed) * wave_strength;
	pos.y += wave;
	VERTEX = pos;
}

void fragment() {
	ALBEDO = vec3(0.12, 0.39, 0.55);
	METALLIC = 0.15;
	ROUGHNESS = 0.1;
	EMISSION = vec3(0.05, 0.19, 0.24) * 0.45;
	ALPHA = 0.72;
}
