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// this file contains all things for seasons, weather, and biome specific settings.
// i gotta start centralizing shit someday.
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///////////////////////////////// SEASONS /////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////// VERTEX SHADER
#ifdef Seasons
#ifdef SEASONS_VSH
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uniform int worldDay;
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uniform float noPuddleAreas;
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void YearCycleColor (
inout vec3 FinalColor,
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vec3 glcolor,
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bool isLeaves,
bool isPlants
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){
// colors for things that arent leaves and using the tint index.
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vec3 SummerCol = vec3(Summer_R, Summer_G, Summer_B);
vec3 AutumnCol = vec3(Fall_R, Fall_G, Fall_B);
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vec3 WinterCol = vec3(Winter_R, Winter_G, Winter_B) ;
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vec3 SpringCol = vec3(Spring_R, Spring_G, Spring_B);
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// decide if you want to replace biome colors or tint them.
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SummerCol *= glcolor;
AutumnCol *= glcolor;
WinterCol *= glcolor;
SpringCol *= glcolor;
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// do leaf colors different because thats cool and i like it
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if(isLeaves){
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SummerCol = vec3(Summer_Leaf_R, Summer_Leaf_G, Summer_Leaf_B);
AutumnCol = vec3(Fall_Leaf_R, Fall_Leaf_G, Fall_Leaf_B);
WinterCol = vec3(Winter_Leaf_R, Winter_Leaf_G, Winter_Leaf_B);
SpringCol = vec3(Spring_Leaf_R, Spring_Leaf_G, Spring_Leaf_B);
SummerCol *= glcolor;
AutumnCol *= glcolor;
WinterCol *= glcolor;
SpringCol *= glcolor;
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}
// length of each season in minecraft days
int SeasonLength = Season_Length;
// loop the year. multiply the season length by the 4 seasons to create a years time.
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float YearLoop = mod(worldDay + Start_Season * SeasonLength, SeasonLength * 4);
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// the time schedule for each season
float SummerTime = clamp(YearLoop ,0, SeasonLength) / SeasonLength;
float AutumnTime = clamp(YearLoop - SeasonLength ,0, SeasonLength) / SeasonLength;
float WinterTime = clamp(YearLoop - SeasonLength*2 ,0, SeasonLength) / SeasonLength;
float SpringTime = clamp(YearLoop - SeasonLength*3 ,0, SeasonLength) / SeasonLength;
// lerp all season colors together
vec3 SummerToFall = mix(SummerCol, AutumnCol, SummerTime);
vec3 FallToWinter = mix(SummerToFall, WinterCol, AutumnTime);
vec3 WinterToSpring = mix(FallToWinter, SpringCol, WinterTime);
vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
// make it so that you only have access to parts of the texture that use the tint index
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#ifdef DH_SEASONS
bool IsTintIndex = isPlants || isLeaves;
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#else
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bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0;
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#endif
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// multiply final color by the final lerped color, because it contains all the other colors.
if(IsTintIndex) FinalColor = SpringToSummer;
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// #ifdef Snowy_Winter
// // this is to make snow only exist in winter
// float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime);
// float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime);
// // SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall * noPuddleAreas;
// #else
// // SnowySeason = 0.0;
// #endif
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}
#endif
#endif
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vec3 getSeasonColor( int worldDay ){
// length of each season in minecraft days
// for example, at 1, a season is 1 day long
int SeasonLength = 1;
// loop the year. multiply the season length by the 4 seasons to create a years time.
float YearLoop = mod(worldDay + SeasonLength, SeasonLength * 4);
// the time schedule for each season
float SummerTime = clamp(YearLoop ,0, SeasonLength) / SeasonLength;
float AutumnTime = clamp(YearLoop - SeasonLength ,0, SeasonLength) / SeasonLength;
float WinterTime = clamp(YearLoop - SeasonLength*2 ,0, SeasonLength) / SeasonLength;
float SpringTime = clamp(YearLoop - SeasonLength*3 ,0, SeasonLength) / SeasonLength;
// colors for things
vec3 SummerCol = vec3(Summer_R, Summer_G, Summer_B);
vec3 AutumnCol = vec3(Fall_R, Fall_G, Fall_B);
vec3 WinterCol = vec3(Winter_R, Winter_G, Winter_B);
vec3 SpringCol = vec3(Spring_R, Spring_G, Spring_B);
// lerp all season colors together
vec3 SummerToFall = mix(SummerCol, AutumnCol, SummerTime);
vec3 FallToWinter = mix(SummerToFall, WinterCol, AutumnTime);
vec3 WinterToSpring = mix(FallToWinter, SpringCol, WinterTime);
vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
// return the final color of the year, because it contains all the other colors, at some point.
return SpringToSummer;
}
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///////////////////////////////////////////////////////////////////////////////
///////////////////////////// BIOME SPECIFICS /////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
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uniform float isJungles;
uniform float isSwamps;
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uniform float isDarkForests;
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uniform float sandStorm;
uniform float snowStorm;
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#ifdef PER_BIOME_ENVIRONMENT
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void BiomeFogColor(
inout vec3 FinalFogColor
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){
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// this is a little complicated? lmao
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vec3 BiomeColors = vec3(0.0);
BiomeColors.r = isSwamps*SWAMP_R + isJungles*JUNGLE_R + isDarkForests*DARKFOREST_R + sandStorm*1.0 + snowStorm*0.6;
BiomeColors.g = isSwamps*SWAMP_G + isJungles*JUNGLE_G + isDarkForests*DARKFOREST_G + sandStorm*0.5 + snowStorm*0.8;
BiomeColors.b = isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.3 + snowStorm*1.0;
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// insure the biome colors are locked to the fog shape and lighting, but not its orignal color.
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BiomeColors *= max(dot(FinalFogColor,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025);
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// these range 0.0-1.0. they will never overlap.
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float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
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// interpoloate between normal fog colors and biome colors. the transition speeds are conrolled by the biome uniforms.
FinalFogColor = mix(FinalFogColor, BiomeColors, Inbiome);
}
void BiomeFogDensity(
inout vec4 UniformDensity,
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inout vec4 CloudyDensity,
float maxDistance
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){
// these range 0.0-1.0. they will never overlap.
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float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
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vec2 BiomeFogDensity = vec2(0.0); // x = uniform || y = cloudy
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// BiomeFogDensity.x = isSwamps*SWAMP_UNIFORM_DENSITY + isJungles*JUNGLE_UNIFORM_DENSITY + isDarkForests*DARKFOREST_UNIFORM_DENSITY + sandStorm*15 + snowStorm*150;
// BiomeFogDensity.y = isSwamps*SWAMP_CLOUDY_DENSITY + isJungles*JUNGLE_CLOUDY_DENSITY + isDarkForests*DARKFOREST_CLOUDY_DENSITY + sandStorm*255 + snowStorm*255;
BiomeFogDensity.x = isSwamps*SWAMP_UNIFORM_DENSITY + isJungles*JUNGLE_UNIFORM_DENSITY + isDarkForests*DARKFOREST_UNIFORM_DENSITY + sandStorm*0.0 + snowStorm*0.01;
BiomeFogDensity.y = isSwamps*SWAMP_CLOUDY_DENSITY + isJungles*JUNGLE_CLOUDY_DENSITY + isDarkForests*DARKFOREST_CLOUDY_DENSITY + sandStorm*0.5 + snowStorm*0.5;
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UniformDensity = mix(UniformDensity, vec4(BiomeFogDensity.x), Inbiome*maxDistance);
CloudyDensity = mix(CloudyDensity, vec4(BiomeFogDensity.y), Inbiome*maxDistance);
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}
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float BiomeVLFogColors(inout vec3 DirectLightCol, inout vec3 IndirectLightCol){
// this is a little complicated? lmao
vec3 BiomeColors = vec3(0.0);
BiomeColors.r = isSwamps*SWAMP_R + isJungles*JUNGLE_R + isDarkForests*DARKFOREST_R + sandStorm*1.0 + snowStorm*0.6;
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BiomeColors.g = isSwamps*SWAMP_G + isJungles*JUNGLE_G + isDarkForests*DARKFOREST_G + sandStorm*0.3 + snowStorm*0.8;
BiomeColors.b = isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.1 + snowStorm*1.0;
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// insure the biome colors are locked to the fog shape and lighting, but not its orignal color.
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// DirectLightCol = BiomeColors * max(dot(DirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 + nightVision*0.2);
// IndirectLightCol = BiomeColors * max(dot(IndirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 + nightVision*0.2);
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DirectLightCol = BiomeColors * max(dot(DirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 );
IndirectLightCol = BiomeColors * max(dot(IndirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 );
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// these range 0.0-1.0. they will never overlap.
float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
return Inbiome;
}
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#endif
///////////////////////////////////////////////////////////////////////////////
////////////////////////////// FOG CONTROLLER /////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
#ifdef TIMEOFDAYFOG
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// uniform int worldTime;
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void FogDensities(
inout float Uniform, inout float Cloudy, inout float Rainy, float maxDistance, float DailyWeather_UniformFogDensity, float DailyWeather_CloudyFogDensity
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) {
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float Time = worldTime%24000;
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// set schedules for fog to appear at specific ranges of time in the day.
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float Morning = clamp((Time-22000.0)/2000.0,0.0,1.0) + clamp((2000.0-Time)/2000.0,0.0,1.0);
float Noon = clamp(Time/2000.0,0.0,1.0) * clamp((12000.0-Time)/2000.0,0.0,1.0);
float Evening = clamp((Time-10000.0)/2000.0,0.0,1.0) * clamp((14000.0-Time)/2000.0,0.0,1.0);
float Night = clamp((Time-13000.0)/2000.0,0.0,1.0) * clamp((23000.0-Time)/2000.0,0.0,1.0);
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// set densities. morn, noon, even, night
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vec4 UniformDensity = TOD_Fog_mult * vec4(Morning_Uniform_Fog, Noon_Uniform_Fog, Evening_Uniform_Fog, Night_Uniform_Fog);
vec4 CloudyDensity = TOD_Fog_mult * vec4(Morning_Cloudy_Fog, Noon_Cloudy_Fog, Evening_Cloudy_Fog, Night_Cloudy_Fog);
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Rainy = Rainy*RainFog_amount;
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#ifdef Daily_Weather
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// let daily weather influence fog densities.
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UniformDensity = max(UniformDensity, DailyWeather_UniformFogDensity);
CloudyDensity = max(CloudyDensity, DailyWeather_CloudyFogDensity);
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#endif
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#ifdef PER_BIOME_ENVIRONMENT
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BiomeFogDensity(UniformDensity, CloudyDensity, maxDistance); // let biome fog hijack to control densities, and overrride any other density controller...
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#endif
Uniform *= Morning*UniformDensity.r + Noon*UniformDensity.g + Evening*UniformDensity.b + Night*UniformDensity.a;
Cloudy *= Morning*CloudyDensity.r + Noon*CloudyDensity.g + Evening*CloudyDensity.b + Night*CloudyDensity.a;
}
#endif