2023-01-12 15:00:14 -05:00
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// this file contains all things for seasons, weather, and biome specific settings.
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// i gotta start centralizing shit someday.
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////// SEASONS /////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////// VERTEX SHADER
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#ifdef Seasons
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#ifdef SEASONS_VSH
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2023-04-16 16:18:26 -04:00
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2023-06-11 19:26:12 -04:00
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uniform int worldDay;
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2023-06-28 18:59:21 -04:00
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uniform float noPuddleAreas;
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2023-04-16 16:18:26 -04:00
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2023-01-12 15:00:14 -05:00
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void YearCycleColor (
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inout vec3 FinalColor,
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vec3 glcolor,
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inout float SnowySeason
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){
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// colors for things that arent leaves and using the tint index.
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2023-04-16 16:18:26 -04:00
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vec3 SummerCol = vec3(Summer_R, Summer_G, Summer_B);
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vec3 AutumnCol = vec3(Fall_R, Fall_G, Fall_B);
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2023-01-12 15:00:14 -05:00
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vec3 WinterCol = vec3(Winter_R, Winter_G, Winter_B) ;
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2023-04-16 16:18:26 -04:00
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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;
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AutumnCol *= glcolor;
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WinterCol *= glcolor;
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SpringCol *= glcolor;
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2023-01-12 15:00:14 -05:00
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// do leaf colors different because thats cool and i like it
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if(mc_Entity.x == 10003){
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2023-04-16 16:18:26 -04:00
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SummerCol = vec3(Summer_Leaf_R, Summer_Leaf_G, Summer_Leaf_B);
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AutumnCol = vec3(Fall_Leaf_R, Fall_Leaf_G, Fall_Leaf_B);
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WinterCol = vec3(Winter_Leaf_R, Winter_Leaf_G, Winter_Leaf_B);
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SpringCol = vec3(Spring_Leaf_R, Spring_Leaf_G, Spring_Leaf_B);
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SummerCol *= glcolor;
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AutumnCol *= glcolor;
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WinterCol *= glcolor;
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SpringCol *= glcolor;
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2023-01-12 15:00:14 -05:00
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}
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// length of each season in minecraft days
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int SeasonLength = Season_Length;
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// loop the year. multiply the season length by the 4 seasons to create a years time.
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2023-07-08 16:29:46 +01:00
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float YearLoop = mod(worldDay + Start_Season * SeasonLength, SeasonLength * 4);
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2023-01-12 15:00:14 -05:00
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// the time schedule for each season
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float SummerTime = clamp(YearLoop ,0, SeasonLength) / SeasonLength;
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float AutumnTime = clamp(YearLoop - SeasonLength ,0, SeasonLength) / SeasonLength;
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float WinterTime = clamp(YearLoop - SeasonLength*2 ,0, SeasonLength) / SeasonLength;
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float SpringTime = clamp(YearLoop - SeasonLength*3 ,0, SeasonLength) / SeasonLength;
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// lerp all season colors together
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vec3 SummerToFall = mix(SummerCol, AutumnCol, SummerTime);
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vec3 FallToWinter = mix(SummerToFall, WinterCol, AutumnTime);
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vec3 WinterToSpring = mix(FallToWinter, SpringCol, WinterTime);
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vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
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// make it so that you only have access to parts of the texture that use the tint index
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bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0;
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// multiply final color by the final lerped color, because it contains all the other colors.
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2023-06-11 19:26:12 -04:00
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if(IsTintIndex) FinalColor = SpringToSummer;
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2023-06-15 17:25:01 -04:00
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#ifdef Snowy_Winter
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// this is to make snow only exist in winter
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float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime);
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float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime);
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2023-06-28 18:59:21 -04:00
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SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall * noPuddleAreas;
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#else
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SnowySeason = 0.0;
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#endif
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2023-01-12 15:00:14 -05:00
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}
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#endif
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#endif
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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////////////////////////////// DAILY WEATHER //////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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2023-01-12 15:28:19 -05:00
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2023-01-12 15:00:14 -05:00
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#ifdef WEATHERCLOUDS
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2023-06-11 17:28:54 -04:00
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uniform float Cumulus_Cov;
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float DailyWeather_Cumulus(
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float Coverage
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){
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2023-01-12 15:28:19 -05:00
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#ifdef Daily_Weather
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Coverage += mix(Cumulus_Cov, Rain_coverage, rainStrength);
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2023-01-12 15:00:14 -05:00
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#else
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2024-01-01 17:56:59 -05:00
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Coverage += mix(CloudLayer0_coverage, Rain_coverage, rainStrength);
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2023-01-12 15:00:14 -05:00
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#endif
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return Coverage;
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}
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2023-06-11 17:28:54 -04:00
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uniform float Alto_Cov;
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uniform float Alto_Den;
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2023-05-09 19:08:34 -04:00
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void DailyWeather_Alto(
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inout float Coverage,
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inout float Density
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){
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#ifdef Daily_Weather
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Coverage = Alto_Cov;
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Density = Alto_Den;
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#else
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Coverage = CloudLayer2_coverage;
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Density = CloudLayer2_density;
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2023-01-12 15:00:14 -05:00
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#endif
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}
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2023-01-12 15:00:14 -05:00
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#endif
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#ifdef Daily_Weather
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uniform float Uniform_Den;
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uniform float Cloudy_Den;
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void DailyWeather_FogDensity(
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inout vec4 UniformDensity,
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inout vec4 CloudyDensity
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){
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// set fog Profiles for each of the 8 days in the cycle.
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// U = uniform fog || C = cloudy fog
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// vec4( morning, noon, evening, night )
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UniformDensity.rgb += vec3(Uniform_Den);
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CloudyDensity.rgb += vec3(Cloudy_Den);
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}
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#endif
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////// BIOME SPECIFICS /////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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2023-10-07 22:18:20 -04:00
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uniform float nightVision;
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2023-01-12 15:00:14 -05:00
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uniform float isJungles;
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uniform float isSwamps;
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uniform float isDarkForests;
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uniform float sandStorm;
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uniform float snowStorm;
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#ifdef PER_BIOME_ENVIRONMENT
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void BiomeFogColor(
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inout vec3 FinalFogColor
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){
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2023-01-12 15:00:14 -05:00
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// this is a little complicated? lmao
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vec3 BiomeColors = vec3(0.0);
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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*0.5 + snowStorm*0.8;
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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 + nightVision*0.2);
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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.
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FinalFogColor = mix(FinalFogColor, BiomeColors, Inbiome);
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}
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2023-10-07 22:18:20 -04:00
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void BiomeSunlightColor(
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inout vec3 FinalSunlightColor
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){
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// this is a little complicated? lmao
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vec3 BiomeColors = vec3(0.0);
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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*0.5 + snowStorm*0.8;
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BiomeColors.b = isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.3 + snowStorm*1.0;
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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.
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FinalSunlightColor = mix(FinalSunlightColor, FinalSunlightColor * (BiomeColors*0.8+0.2), Inbiome);
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}
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2023-01-12 15:00:14 -05:00
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void BiomeFogDensity(
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inout vec4 UniformDensity,
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inout vec4 CloudyDensity
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){
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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;
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BiomeFogDensity.y = isSwamps*SWAMP_CLOUDY_DENSITY + isJungles*JUNGLE_CLOUDY_DENSITY + isDarkForests*DARKFOREST_CLOUDY_DENSITY + sandStorm*255 + snowStorm*255;
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2023-01-12 15:00:14 -05:00
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UniformDensity = mix(UniformDensity, vec4(BiomeFogDensity.x), Inbiome);
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CloudyDensity = mix(CloudyDensity, vec4(BiomeFogDensity.y), Inbiome);
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}
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#endif
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///////////////////////////////////////////////////////////////////////////////
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////////////////////////////// FOG CONTROLLER /////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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#ifdef TIMEOFDAYFOG
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// uniform int worldTime;
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void TimeOfDayFog(inout float Uniform, inout float Cloudy) {
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2023-10-07 22:18:20 -04:00
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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)/2000,0,1) + clamp((2000-Time)/2000,0,1);
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float Noon = clamp(Time/2000,0,1) * clamp((12000-Time)/2000,0,1);
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float Evening = clamp((Time-10000)/2000,0,1) * clamp((14000-Time)/2000,0,1) ;
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float Night = clamp((Time-13000)/2000,0,1) * clamp((23000-Time)/2000,0,1) ;
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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);
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vec4 CloudyDensity = TOD_Fog_mult * vec4(Morning_Cloudy_Fog, Noon_Cloudy_Fog, Evening_Cloudy_Fog, Night_Cloudy_Fog);
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2023-01-12 15:00:14 -05:00
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#ifdef Daily_Weather
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DailyWeather_FogDensity(UniformDensity, CloudyDensity); // let daily weather influence fog densities.
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#endif
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2023-10-07 22:18:20 -04:00
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#ifdef PER_BIOME_ENVIRONMENT
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BiomeFogDensity(UniformDensity, CloudyDensity); // let biome fog hijack to control densities, and overrride any other density controller...
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#endif
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Uniform *= Morning*UniformDensity.r + Noon*UniformDensity.g + Evening*UniformDensity.b + Night*UniformDensity.a;
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Cloudy *= Morning*CloudyDensity.r + Noon*CloudyDensity.g + Evening*CloudyDensity.b + Night*CloudyDensity.a;
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}
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#endif
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