// this file contains all things for seasons, weather, and biome specific settings. // i gotta start centralizing shit someday. /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// ///////////////////////////////// SEASONS ///////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// VERTEX SHADER #ifdef Seasons #ifdef SEASONS_VSH uniform int worldDay; uniform float noPuddleAreas; void YearCycleColor ( inout vec3 FinalColor, vec3 glcolor, inout float SnowySeason ){ // colors for things that arent leaves and using the tint index. 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); // decide if you want to replace biome colors or tint them. SummerCol *= glcolor; AutumnCol *= glcolor; WinterCol *= glcolor; SpringCol *= glcolor; // do leaf colors different because thats cool and i like it if(mc_Entity.x == 10003){ 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; } // 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. float YearLoop = mod(worldDay + Start_Season * 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; // 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 bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0; // multiply final color by the final lerped color, because it contains all the other colors. if(IsTintIndex) FinalColor = SpringToSummer; #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 } #endif #endif /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// ////////////////////////////// DAILY WEATHER ////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// #ifdef WEATHERCLOUDS uniform float Cumulus_Cov; float DailyWeather_Cumulus( float Coverage ){ #ifdef Daily_Weather Coverage += mix(Cumulus_Cov, Rain_coverage, rainStrength); #else Coverage += mix(Cumulus_coverage, Rain_coverage, rainStrength); #endif return Coverage; } uniform float Alto_Cov; uniform float Alto_Den; void DailyWeather_Alto( inout float Coverage, inout float Density ){ #ifdef Daily_Weather Coverage = Alto_Cov; Density = Alto_Den; #else Coverage = Alto_coverage; Density = Alto_density; #endif } #endif #ifdef Daily_Weather uniform float Uniform_Den; uniform float Cloudy_Den; void DailyWeather_FogDensity( inout vec4 UniformDensity, inout vec4 CloudyDensity ){ // set fog Profiles for each of the 8 days in the cycle. // U = uniform fog || C = cloudy fog // vec4( morning, noon, evening, night ) UniformDensity.rgb += vec3(Uniform_Den); CloudyDensity.rgb += vec3(Cloudy_Den); } #endif /////////////////////////////////////////////////////////////////////////////// ///////////////////////////// BIOME SPECIFICS ///////////////////////////////// /////////////////////////////////////////////////////////////////////////////// #ifdef Biome_specific_environment uniform float isJungles; uniform float isSwamps; // uniform float isLush; // uniform float isDeserts; uniform float sandStorm; uniform float snowStorm; void BiomeFogColor( inout vec3 FinalFogColor ){ // this is a little complicated? lmao vec3 BiomeColors; BiomeColors.r = isSwamps*0.7 + isJungles*0.5 + sandStorm*1.0 + snowStorm*0.5; BiomeColors.g = isSwamps*1.0 + isJungles*1.0 + sandStorm*0.5 + snowStorm*0.6; BiomeColors.b = isSwamps*0.35 + isJungles*0.8 + sandStorm*0.3 + snowStorm*1.0; // insure the biome colors are locked to the fog shape and lighting, but not its orignal color. BiomeColors *= dot(FinalFogColor,vec3(0.33333)); // these range 0.0-1.0. they will never overlap. float Inbiome = isJungles+isSwamps+sandStorm; // 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, inout vec4 CloudyDensity ){ // these range 0.0-1.0. they will never overlap. float Inbiome = isJungles+isSwamps+sandStorm+snowStorm; vec2 BiomeFogDensity; // x = uniform || y = cloudy BiomeFogDensity.x = isSwamps*1 + isJungles*5 + sandStorm*15 + snowStorm*15; BiomeFogDensity.y = isSwamps*5 + isJungles*2 + sandStorm*255 + snowStorm*100; UniformDensity = mix(UniformDensity, vec4(BiomeFogDensity.x), Inbiome); CloudyDensity = mix(CloudyDensity, vec4(BiomeFogDensity.y), Inbiome); } #endif /////////////////////////////////////////////////////////////////////////////// ////////////////////////////// FOG CONTROLLER ///////////////////////////////// /////////////////////////////////////////////////////////////////////////////// #ifdef TIMEOFDAYFOG // uniform int worldTime; void TimeOfDayFog(inout float Uniform, inout float Cloudy) { float Time = (worldTime%24000)*1.0; // set schedules for fog to appear at specific ranges of time in the day. float Morning = clamp((Time-22000)/2000,0,1) + clamp((2000-Time)/2000,0,1); float Noon = clamp(Time/2000,0,1) * clamp((12000-Time)/2000,0,1); float Evening = clamp((Time-10000)/2000,0,1) * clamp((14000-Time)/2000,0,1) ; float Night = clamp((Time-13000)/2000,0,1) * clamp((23000-Time)/2000,0,1) ; // set densities. morn, noon, even, night 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); #ifdef Daily_Weather DailyWeather_FogDensity(UniformDensity, CloudyDensity); // let daily weather influence fog densities. #endif #ifdef Biome_specific_environment BiomeFogDensity(UniformDensity, CloudyDensity); // let biome fog hijack to control densities, and overrride any other density controller... #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