mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 09:38:52 +08:00
updated Physics mod support
for water waves, and snow and stuff.
This commit is contained in:
parent
b59cd5d5a9
commit
b12c2491cf
@ -211,10 +211,11 @@ void main() {
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vec2 refractedCoord = texcoord;
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/// --- REFRACTION --- ///
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#ifdef Refraction
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refractedCoord += (tangentNormals * clamp((ld(z2) - ld(z)) * 0.5,0.0,0.15)) * RENDER_SCALE;
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if(decodeVec2(texture2D(colortex11,refractedCoord).b).g < 0.01 ) refractedCoord = texcoord; // remove refracted coords on solids
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if( texture2D(colortex7,refractedCoord).a < 0.95 && decodeVec2(texture2D(colortex11,refractedCoord).b).g < 0.01 ) refractedCoord = texcoord; // remove refracted coords on solids
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#endif
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/// --- MAIN COLOR BUFFER --- ///
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@ -102,7 +102,7 @@ void main() {
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#endif
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#ifndef WEATHER
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gl_FragData[1].a = pow(1.0-TEXTURE.a,2.0); // for bloomy rain
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gl_FragData[1].a = 0.0; // for bloomy rain
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gl_FragData[0] = TEXTURE;
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vec3 Albedo = toLinear(gl_FragData[0].rgb);
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@ -3,8 +3,6 @@
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#include "/lib/settings.glsl"
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flat varying int NameTags;
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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@ -80,6 +78,12 @@ in vec3 velocity;
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flat varying float blockID;
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flat varying int EMISSIVE;
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#ifdef ENTITIES
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#define ENTITY_PHYSICSMOD_SNOW 829925
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#endif
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// float interleaved_gradientNoise(){
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// return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+frameTimeCounter*51.9521);
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// }
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@ -425,15 +429,20 @@ void main() {
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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normal = applyBump(tbnMatrix, NormalTex.xyz, mix(1.0,1.0-Puddle_shape,rainfall) );
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normal = applyBump(tbnMatrix, NormalTex.xyz, 1 );
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#ifdef ENTITIES
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if(NameTags == 1) normal = vec3(1);
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#endif
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#ifdef ENTITY_PHYSICSMOD_SNOW
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normal = FlatNormals;
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#endif
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#endif
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#endif
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////////////////////////////////
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//////////////////////////////// SPECULAR
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////////////////////////////////
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@ -449,11 +458,20 @@ void main() {
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if(NameTags == 1) SpecularTex = vec4(0.0);
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#endif
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#ifdef ENTITY_PHYSICSMOD_SNOW
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SpecularTex.rg = vec2(0.0);
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#endif
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gl_FragData[2] = SpecularTex;
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#endif
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if(EMISSIVE > 0) gl_FragData[2].a = 0.9;
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////////////////////////////////
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//////////////////////////////// ALBEDO
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////////////////////////////////
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@ -131,12 +131,14 @@ vec3 blackbody2(float Temp)
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#define SEASONS_VSH
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#include "/lib/climate_settings.glsl"
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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void main() {
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gl_Position = ftransform();
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@ -148,9 +150,9 @@ void main() {
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// emission and shit...
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EMISSIVE = 0;
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#ifndef LabPBR_Emissives
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if(mc_Entity.x == 10005) EMISSIVE = 1;
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#endif
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// #ifndef LabPBR_Emissives
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// if(mc_Entity.x == 10005) EMISSIVE = 1;
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// #endif
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lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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@ -194,7 +196,7 @@ void main() {
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// normalMat.a = 0.45;
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// try and single out nametag text and then discard nametag background
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@ -240,9 +242,14 @@ void main() {
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normalMat.a = 0.9;
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}
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gl_Position = toClipSpace3(position);
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#endif
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NoSeasonCol.rgb = gl_Color.rgb;
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#ifdef Seasons
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@ -71,7 +71,6 @@ flat varying vec3 avgAmbient;
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#include "lib/diffuse_lighting.glsl"
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float blueNoise(){
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return fract(texelFetch2D(noisetex, ivec2(gl_FragCoord.xy)%512, 0).a + 1.0/1.6180339887 * frameCounter);
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}
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@ -151,6 +150,7 @@ vec3 viewToWorld(vec3 viewPosition) {
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pos = gbufferModelViewInverse * pos;
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return pos.xyz;
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}
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vec3 worldToView(vec3 worldPos) {
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vec4 pos = vec4(worldPos, 0.0);
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pos = gbufferModelView * pos;
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@ -290,6 +290,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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}
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#endif
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vec4 COLORTEST = vec4(Albedo,gl_FragData[0].a);
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@ -304,7 +305,18 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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tangent.z, tangent2.z, normal.z);
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if (iswater > 0.4){
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/// ------ NORMALS ------ ///
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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TangentNormal = NormalTex.xy*0.5+0.5;
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normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
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if (iswater > 0.95){
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if(physics_iterationsNormal < 1.0){
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float bumpmult = 1.;
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@ -321,29 +333,26 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult);
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normal = normalize(bump * tbnMatrix);
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}else{
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vec3 PhysicsMod_normal = physics_waveNormal(physics_localPosition.xz, physics_localWaviness, physics_gameTime);
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}else{
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/// ------ PHYSICS MOD OCEAN SHIT ------ ///
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normal = normalize(worldToView(PhysicsMod_normal) + mix(normal, vec3(0.0), clamp(physics_localWaviness,0.0,1.0)));
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WavePixelData wave = physics_wavePixel(physics_localPosition.xz, physics_localWaviness, physics_iterationsNormal, physics_gameTime);
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// float Foam = wave.foam;
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vec3 worldSpaceNormal = normal.xyz;
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// Albedo = mix(Albedo,vec3(1),Foam);
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// gl_FragData[0].a = Foam;
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normal = normalize(worldToView(wave.normal) + mix(normal, vec3(0.0), clamp(physics_localWaviness,0.0,1.0)));
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vec3 worldSpaceNormal = normal;
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vec3 bitangent = normalize(cross(tangent.xyz, worldSpaceNormal));
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mat3 tbn_new = mat3(tangent.xyz, binormal, worldSpaceNormal);
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vec3 tangentSpaceNormal = worldSpaceNormal * tbn_new;
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TangentNormal = tangentSpaceNormal.xy ;
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TangentNormal = tangentSpaceNormal.xy * 0.5 + 0.5;
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}
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}else{
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vec4 NormalTex = texture2D(normals, lmtexcoord.xy, Texture_MipMap_Bias).rgba;
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NormalTex.xy = NormalTex.xy*2.0-1.0;
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NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0) ;
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TangentNormal = NormalTex.xy*0.5+0.5;
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normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
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}
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// cannot encode alpha or it will shit its pants
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@ -405,12 +414,19 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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vec2 SpecularTex = texture2D(specular, lmtexcoord.xy, Texture_MipMap_Bias).rg;
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SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.02);
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// SpecularTex = (iswater > 0.0 && iswater < 0.9) && SpecularTex.r > 0.0 && SpecularTex.g < 0.9 ? SpecularTex : vec2(1.0,0.1);
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if (iswater > 0.0 && (SpecularTex.g > 0.0 || SpecularTex.r > 0.0)){
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float f0 = SpecularTex.g;
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roughness = iswater > 0.95 ? 0.05 : roughness;
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f0 = iswater > 0.95 ? 0.1 : f0;
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if (iswater > 0.0 ){
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vec3 Reflections_Final = vec3(0.0);
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float roughness = max(pow(1.0-SpecularTex.r,2.0),0.05);
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float f0 = SpecularTex.g;
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float F0 = f0;
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@ -458,7 +474,7 @@ if (gl_FragCoord.x * texelSize.x < RENDER_SCALE.x && gl_FragCoord.y * texelSize
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//correct alpha channel with fresnel
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float alpha0 = gl_FragData[0].a;
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gl_FragData[0].a = -gl_FragData[0].a*fresnel+gl_FragData[0].a+fresnel;
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gl_FragData[0].a = mix(alpha0, 1.0, fresnel);
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if (gl_FragData[0].r > 65000.) gl_FragData[0].rgba = vec4(0.);
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@ -97,11 +97,11 @@ void main() {
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float mat = 0.0;
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if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0) {
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mat = 1.0;
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if(mc_Entity.x == 8.0) {
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mat = 1.0;
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gl_Position.z -= 1e-4;
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}
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gl_Position.z -= 1e-4;
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}
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if (mc_Entity.x == 10002) mat = 0.2;
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if (mc_Entity.x == 72) mat = 0.5;
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@ -20,7 +20,7 @@ vec3 toLinear(vec3 sRGB){
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void main() {
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vec3 albedo = (texture2D(texture, texcoord).rgb * color.rgb);
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vec3 albedo = texture2D(texture, texcoord).rgb * color.rgb;
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gl_FragData[0].rgb = albedo;
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@ -5,8 +5,8 @@
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// your shaderpack. It replaces this define statement (before compilation) with
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#define PHYSICS_OCEAN
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// so you can use
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// #ifdef PHYSICS_OCEAN
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// #endif
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#ifdef PHYSICS_OCEAN
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#endif
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// to customize the water for the physics ocean
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// just some basic consts for the wave function based on afl_ext's shader https://www.shadertoy.com/view/Xdlczl
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@ -42,7 +42,20 @@ uniform float physics_oceanHeight;
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uniform sampler2D physics_waviness;
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// basic scale for the horizontal size of the waves
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uniform float physics_oceanWaveHorizontalScale;
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// used to offset the model to know the ripple position
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uniform vec3 physics_modelOffset;
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// used for offsetting the ripple texture
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uniform float physics_rippleRange;
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// controlling how much foam generates on the ocean
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uniform float physics_foamAmount;
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// controlling the opacity of the foam
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uniform float physics_foamOpacity;
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// texture containing the ripples (basic bump map)
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uniform sampler2D physics_ripples;
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// foam noise
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uniform sampler3D physics_foam;
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// just the generic minecraft lightmap, you can remove this and use the one supplied by Optifine/Iris
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uniform sampler2D physics_lightmap;
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#ifdef PHYSICSMOD_VERTEX
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// for the vertex shader stage
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out vec3 physics_localPosition;
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@ -54,6 +67,7 @@ uniform float physics_oceanWaveHorizontalScale;
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in vec3 physics_localPosition;
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in float physics_localWaviness;
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#endif
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float physics_waveHeight(vec2 position, int iterations, float factor, float time) {
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position = (position - physics_waveOffset) * PHYSICS_XZ_SCALE * physics_oceanWaveHorizontalScale;
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float iter = 0.0;
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@ -112,9 +126,98 @@ vec2 physics_waveDirection(vec2 position, int iterations, float time) {
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return vec2(dx / pow(waveSum, 1.0 - PHYSICS_W_DETAIL));
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}
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vec3 physics_waveNormal(vec2 position, float factor, float time) {
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// vec3 physics_waveNormal(vec2 position, float factor, float time) {
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// vec2 wave = -physics_waveDirection(position.xy, physics_iterationsNormal, time);
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// float oceanHeightFactor = physics_oceanHeight / 13.0;
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// float totalFactor = oceanHeightFactor * factor;
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// return normalize(vec3(wave.x * totalFactor, PHYSICS_NORMAL_STRENGTH, wave.y * totalFactor));
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// }
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// thank you Null. not sure if this is legal though lmfao
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vec3 physics_waveNormal_ripples(vec2 position, float factor, float time) {
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vec2 wave = -physics_waveDirection(position.xy, physics_iterationsNormal, time);
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float oceanHeightFactor = physics_oceanHeight / 13.0;
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float totalFactor = oceanHeightFactor * factor;
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return normalize(vec3(wave.x * totalFactor, PHYSICS_NORMAL_STRENGTH, wave.y * totalFactor));
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vec3 waveNormal = normalize(vec3(wave.x * totalFactor, PHYSICS_NORMAL_STRENGTH, wave.y * totalFactor));
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vec2 eyePosition = position + physics_modelOffset.xz;
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vec2 rippleFetch = (eyePosition + vec2(physics_rippleRange)) / (physics_rippleRange * 2.0);
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vec2 rippleTexelSize = vec2(2.0 / textureSize(physics_ripples, 0).x, 0.0);
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float left = texture(physics_ripples, rippleFetch - rippleTexelSize.xy).r;
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float right = texture(physics_ripples, rippleFetch + rippleTexelSize.xy).r;
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float top = texture(physics_ripples, rippleFetch - rippleTexelSize.yx).r;
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float bottom = texture(physics_ripples, rippleFetch + rippleTexelSize.yx).r;
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float totalEffect = left + right + top + bottom;
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float normalx = left - right;
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float normalz = top - bottom;
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vec3 rippleNormal = normalize(vec3(normalx, 1.0, normalz));
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waveNormal = normalize(mix(waveNormal, rippleNormal, pow(totalEffect, 0.5)));
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return waveNormal;
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}
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struct WavePixelData {
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vec2 direction;
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vec2 worldPos;
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vec3 normal;
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float foam;
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float height;
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} wave;
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WavePixelData physics_wavePixel(const in vec2 position, const in float factor, const in float iterations, const in float time) {
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vec2 wavePos = (position.xy - physics_waveOffset) * PHYSICS_XZ_SCALE * physics_oceanWaveHorizontalScale;
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float iter = 0.0;
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float frequency = PHYSICS_FREQUENCY;
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float speed = PHYSICS_SPEED;
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float weight = 1.0;
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float height = 0.0;
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float waveSum = 0.0;
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float modifiedTime = time * PHYSICS_TIME_MULTIPLICATOR;
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vec2 dx = vec2(0.0);
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for (int i = 0; i < iterations; i++) {
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vec2 direction = vec2(sin(iter), cos(iter));
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float x = dot(direction, wavePos) * frequency + modifiedTime * speed;
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float wave = exp(sin(x) - 1.0);
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float result = wave * cos(x);
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vec2 force = result * weight * direction;
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dx += force / pow(weight, PHYSICS_W_DETAIL);
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wavePos -= force * PHYSICS_DRAG_MULT;
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height += wave * weight;
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iter += PHYSICS_ITER_INC;
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waveSum += weight;
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weight *= PHYSICS_WEIGHT;
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frequency *= PHYSICS_FREQUENCY_MULT;
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speed *= PHYSICS_SPEED_MULT;
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}
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WavePixelData data;
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data.direction = -vec2(dx / pow(waveSum, 1.0 - PHYSICS_W_DETAIL));
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data.worldPos = wavePos / physics_oceanWaveHorizontalScale / PHYSICS_XZ_SCALE;
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data.height = height / waveSum * physics_oceanHeight * factor - physics_oceanHeight * factor * 0.5;
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data.normal = physics_waveNormal_ripples(position, factor, time);
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float waveAmplitude = data.height * pow(max(data.normal.y, 0.0), 4.0);
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vec2 waterUV = mix(position - physics_waveOffset, data.worldPos, clamp(factor * 2.0, 0.2, 1.0));
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vec2 s1 = textureLod(physics_foam, vec3(waterUV * 0.26, vec3(time) / 360.0), 0).rg;
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vec2 s2 = textureLod(physics_foam, vec3(waterUV * 0.02, vec3(time) / 360.0 + 0.5), 0).rg;
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vec2 s3 = textureLod(physics_foam, vec3(waterUV * 0.1, vec3(time) / 360.0 + 1.0), 0).rg;
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float waterSurfaceNoise = s1.r * s2.r * s3.r * 2.8 * physics_foamAmount;
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waveAmplitude = clamp(waveAmplitude * 1.2, 0.0, 1.0);
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waterSurfaceNoise = (1.0 - waveAmplitude) * waterSurfaceNoise + waveAmplitude * physics_foamAmount;
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float worleyNoise = 0.2 + 0.8 * s1.g * (1.0 - s2.g);
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float waterFoamMinSmooth = 0.45;
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float waterFoamMaxSmooth = 2.0;
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waterSurfaceNoise = smoothstep(waterFoamMinSmooth, 1.0, waterSurfaceNoise) * worleyNoise;
|
||||
|
||||
data.foam = clamp(waterFoamMaxSmooth * waterSurfaceNoise * physics_foamOpacity, 0.0, 1.0);
|
||||
|
||||
return data;
|
||||
}
|
@ -323,7 +323,8 @@ float GetCloudShadow(vec3 eyePlayerPos){
|
||||
shadow += GetAltostratusDensity(highShadowStart) * Alto_density;
|
||||
#endif
|
||||
|
||||
shadow = clamp(exp(-shadow*10.0),0.0,1.0);
|
||||
shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
|
||||
shadow = clamp(exp(-shadow*15.0),0.0,1.0);
|
||||
|
||||
return shadow;
|
||||
}
|
||||
@ -342,6 +343,8 @@ float GetCloudShadow_VLFOG(vec3 WorldPos){
|
||||
shadow += GetAltostratusDensity(highShadowStart) * Alto_density;
|
||||
#endif
|
||||
|
||||
// shadow = shadow/2.0; // perhaps i should average the 2 shadows being added....
|
||||
|
||||
shadow = clamp(exp(-shadow*15.0),0.0,1.0);
|
||||
|
||||
// do not allow it to exist above the lowest cloud plane
|
||||
|
Loading…
Reference in New Issue
Block a user