Bliss-Shader/shaders/lib/climate_settings.glsl
2024-11-15 17:54:18 -05:00

235 lines
10 KiB
GLSL

// 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,
bool isLeaves,
bool isPlants
){
// 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(isLeaves){
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
#ifdef DH_SEASONS
bool IsTintIndex = isPlants || isLeaves;
#else
bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0;
#endif
// 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
vec3 getSeasonColor( int worldDay ){
// length of each season in minecraft days
// for example, at 1, a season is 1 day long
int SeasonLength = 1;
// loop the year. multiply the season length by the 4 seasons to create a years time.
float YearLoop = mod(worldDay + 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;
// colors for things
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);
// 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);
// return the final color of the year, because it contains all the other colors, at some point.
return SpringToSummer;
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////// BIOME SPECIFICS /////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
uniform float isJungles;
uniform float isSwamps;
uniform float isDarkForests;
uniform float sandStorm;
uniform float snowStorm;
#ifdef PER_BIOME_ENVIRONMENT
void BiomeFogColor(
inout vec3 FinalFogColor
){
// this is a little complicated? lmao
vec3 BiomeColors = vec3(0.0);
BiomeColors.r = isSwamps*SWAMP_R + isJungles*JUNGLE_R + isDarkForests*DARKFOREST_R + sandStorm*1.0 + snowStorm*0.6;
BiomeColors.g = isSwamps*SWAMP_G + isJungles*JUNGLE_G + isDarkForests*DARKFOREST_G + sandStorm*0.5 + snowStorm*0.8;
BiomeColors.b = isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.3 + snowStorm*1.0;
// insure the biome colors are locked to the fog shape and lighting, but not its orignal color.
BiomeColors *= max(dot(FinalFogColor,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025);
// these range 0.0-1.0. they will never overlap.
float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
// 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,
float maxDistance
){
// these range 0.0-1.0. they will never overlap.
float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
vec2 BiomeFogDensity = vec2(0.0); // x = uniform || y = cloudy
// BiomeFogDensity.x = isSwamps*SWAMP_UNIFORM_DENSITY + isJungles*JUNGLE_UNIFORM_DENSITY + isDarkForests*DARKFOREST_UNIFORM_DENSITY + sandStorm*15 + snowStorm*150;
// BiomeFogDensity.y = isSwamps*SWAMP_CLOUDY_DENSITY + isJungles*JUNGLE_CLOUDY_DENSITY + isDarkForests*DARKFOREST_CLOUDY_DENSITY + sandStorm*255 + snowStorm*255;
BiomeFogDensity.x = isSwamps*SWAMP_UNIFORM_DENSITY + isJungles*JUNGLE_UNIFORM_DENSITY + isDarkForests*DARKFOREST_UNIFORM_DENSITY + sandStorm*0.0 + snowStorm*0.01;
BiomeFogDensity.y = isSwamps*SWAMP_CLOUDY_DENSITY + isJungles*JUNGLE_CLOUDY_DENSITY + isDarkForests*DARKFOREST_CLOUDY_DENSITY + sandStorm*0.5 + snowStorm*0.5;
UniformDensity = mix(UniformDensity, vec4(BiomeFogDensity.x), Inbiome*maxDistance);
CloudyDensity = mix(CloudyDensity, vec4(BiomeFogDensity.y), Inbiome*maxDistance);
}
float BiomeVLFogColors(inout vec3 DirectLightCol, inout vec3 IndirectLightCol){
// this is a little complicated? lmao
vec3 BiomeColors = vec3(0.0);
BiomeColors.r = isSwamps*SWAMP_R + isJungles*JUNGLE_R + isDarkForests*DARKFOREST_R + sandStorm*1.0 + snowStorm*0.6;
BiomeColors.g = isSwamps*SWAMP_G + isJungles*JUNGLE_G + isDarkForests*DARKFOREST_G + sandStorm*0.3 + snowStorm*0.8;
BiomeColors.b = isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.1 + snowStorm*1.0;
// insure the biome colors are locked to the fog shape and lighting, but not its orignal color.
// DirectLightCol = BiomeColors * max(dot(DirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 + nightVision*0.2);
// IndirectLightCol = BiomeColors * max(dot(IndirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 + nightVision*0.2);
DirectLightCol = BiomeColors * max(dot(DirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 );
IndirectLightCol = BiomeColors * max(dot(IndirectLightCol,vec3(0.33333)), MIN_LIGHT_AMOUNT*0.025 );
// these range 0.0-1.0. they will never overlap.
float Inbiome = isJungles+isSwamps+isDarkForests+sandStorm+snowStorm;
return Inbiome;
}
#endif
///////////////////////////////////////////////////////////////////////////////
////////////////////////////// FOG CONTROLLER /////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
#ifdef TIMEOFDAYFOG
// uniform int worldTime;
void FogDensities(
inout float Uniform, inout float Cloudy, inout float Rainy, float maxDistance, float DailyWeather_UniformFogDensity, float DailyWeather_CloudyFogDensity
) {
float Time = worldTime%24000;
// set schedules for fog to appear at specific ranges of time in the day.
float Morning = clamp((Time-22000.0)/2000.0,0.0,1.0) + clamp((2000.0-Time)/2000.0,0.0,1.0);
float Noon = clamp(Time/2000.0,0.0,1.0) * clamp((12000.0-Time)/2000.0,0.0,1.0);
float Evening = clamp((Time-10000.0)/2000.0,0.0,1.0) * clamp((14000.0-Time)/2000.0,0.0,1.0);
float Night = clamp((Time-13000.0)/2000.0,0.0,1.0) * clamp((23000.0-Time)/2000.0,0.0,1.0);
// 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);
Rainy = Rainy*RainFog_amount;
#ifdef Daily_Weather
// let daily weather influence fog densities.
UniformDensity = max(UniformDensity, DailyWeather_UniformFogDensity);
CloudyDensity = max(CloudyDensity, DailyWeather_CloudyFogDensity);
#endif
#ifdef PER_BIOME_ENVIRONMENT
BiomeFogDensity(UniformDensity, CloudyDensity, maxDistance); // 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