mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-23 01:59:39 +08:00
2ee6634935
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
120 lines
4.8 KiB
GLSL
120 lines
4.8 KiB
GLSL
// THIS FILE IS PUBLIC DOMAIN SO USE IT HOWEVER YOU WANT!
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// to make it compatible with your shaderpack use:
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#define PHYSICS_OCEAN_SUPPORT
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// at the top of your file. When used my mod no longer injects code into
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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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// 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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// the overall shape must stay consistent because it is also computed on the CPU side
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// to offset entities (though a custom CPU integration of your shader is possible by
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// contacting me on my discord server https://discord.gg/VsNs9xP)
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const int PHYSICS_ITERATIONS_OFFSET = 13;
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const float PHYSICS_DRAG_MULT = 0.048;
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const float PHYSICS_XZ_SCALE = 0.035;
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const float PHYSICS_TIME_MULTIPLICATOR = 0.45;
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const float PHYSICS_W_DETAIL = 0.75;
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const float PHYSICS_FREQUENCY = 6.0;
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const float PHYSICS_SPEED = 2.0;
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const float PHYSICS_WEIGHT = 0.8;
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const float PHYSICS_FREQUENCY_MULT = 1.18;
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const float PHYSICS_SPEED_MULT = 1.07;
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const float PHYSICS_ITER_INC = 12.0;
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const float PHYSICS_NORMAL_STRENGTH = 0.6;
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// this is the surface detail from the physics options, ranges from 13 to 48 (yeah I know weird)
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uniform int physics_iterationsNormal;
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// used to offset the 0 point of wave meshes to keep the wave function consistent even
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// though the mesh totally changes
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uniform vec2 physics_waveOffset;
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// used for offsetting the local position to fetch the right pixel of the waviness texture
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uniform ivec2 physics_textureOffset;
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// time in seconds that can go faster dependent on weather conditions (affected by weather strength
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// multiplier in ocean settings
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uniform float physics_gameTime;
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// base value is 13 and gets multiplied by wave height in ocean settings
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uniform float physics_oceanHeight;
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// basic texture to determine how shallow/far away from the shore the water is
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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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#ifdef PHYSICSMOD_VERTEX
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// for the vertex shader stage
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out vec3 physics_localPosition;
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out float physics_localWaviness;
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#endif
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#ifdef PHYSICSMOD_FRAGMENT
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// for the fragment shader stage
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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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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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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, position) * 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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position -= 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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return height / waveSum * physics_oceanHeight * factor - physics_oceanHeight * factor * 0.5;
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}
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vec2 physics_waveDirection(vec2 position, int iterations, 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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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 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, position) * 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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position -= force * PHYSICS_DRAG_MULT;
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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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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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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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} |