Bliss-Shader/shaders/lib/waterBump.glsl

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float waterCaustics(vec3 worldPos, vec3 sunVec) {
vec3 projectedPos = worldPos - (sunVec/sunVec.y*worldPos.y);
vec2 pos = projectedPos.xz;
float heightSum = 0.0;
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float movement = frameTimeCounter*0.035 * WATER_WAVE_SPEED;
// movement = 0.0;
float radiance = 2.39996;
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mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
vec2 wave_size[3] = vec2[](
vec2(48.,12.),
vec2(12.,48.),
vec2(32.,32.)
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);
float WavesLarge = max(texture2D(noisetex, pos / 600.0 ).b,0.1);
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for (int i = 0; i < 3; i++){
pos = rotationMatrix * pos;
heightSum += pow(abs(abs(texture2D(noisetex, pos / wave_size[i] + WavesLarge*0.5 + movement).b * 2.0 - 1.0) * 2.0 - 1.0), 2.0) ;
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}
float FinalCaustics = exp((1.0 + 5.0 * pow(WavesLarge,0.5)) * (heightSum / 3.0 - 0.5));
return FinalCaustics;
}
float getWaterHeightmap(vec2 posxz) {
vec2 pos = posxz;
float heightSum = 0.0;
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float movement = frameTimeCounter*0.035 * WATER_WAVE_SPEED;
// movement = 0.0;
float radiance = 2.39996;
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
vec2 wave_size[3] = vec2[](
vec2(48.,12.),
vec2(12.,48.),
vec2(32.,32.)
);
float WavesLarge = max(texture2D(noisetex, pos / 600.0 ).b,0.1);
for (int i = 0; i < 3; i++){
pos = rotationMatrix * pos;
heightSum += texture2D(noisetex, pos / wave_size[i] + WavesLarge*0.5 + movement).b;
}
return (heightSum / 60.0) * WavesLarge;
}
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vec3 getWaveNormal(vec3 posxz, bool isLOD){
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// vary the normal's "smooth" factor as distance changes, to avoid noise from too much details.
// float range = pow(clamp(1.0 - length(posxz - cameraPosition)/(32*4),0.0,1.0),2.0);
// float deltaPos = mix(0.5, 0.1, range);
float range = min(length(posxz - cameraPosition) / (16*14.0), 3.0);
float deltaPos = range + 0.15;
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// float normalMult = 1.0 * WATER_WAVE_STRENGTH;
// if(isLOD){
// deltaPos = mix(0.9, deltaPos, range);
// }
// added detail for snells window
// if(isEyeInWater == 1) deltaPos = 0.025;
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#ifdef HYPER_DETAILED_WAVES
deltaPos = 0.025;
#endif
vec2 coord = posxz.xz;
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float h0 = getWaterHeightmap(coord);
float h1 = getWaterHeightmap(coord + vec2(deltaPos,0.0));
float h3 = getWaterHeightmap(coord + vec2(0.0,deltaPos));
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float xDelta = (h1-h0)/deltaPos;
float yDelta = (h3-h0)/deltaPos;
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vec3 wave = normalize(vec3(xDelta, yDelta, 1.0-pow(abs(xDelta+yDelta),2.0)));
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return wave;
}