Bliss-Shader/shaders/world1/lib/waterBump.glsl
2023-01-12 15:00:14 -05:00

39 lines
1.3 KiB
GLSL

float getWaterHeightmap(vec2 posxz, float waveM, float waveZ, float iswater) {
vec2 pos = posxz*4.0;
float moving = clamp(iswater*2.-1.0,0.0,1.0);
vec2 movement = vec2(-0.02*frameTimeCounter*moving);
float caustic = 0.0;
float weightSum = 0.0;
float radiance = 2.39996;
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
for (int i = 0; i < 4; i++){
vec2 displ = texture2D(noisetex, pos/32.0/1.74/1.74 + movement).bb*2.0-1.0;
pos = rotationMatrix * pos;
caustic += sin(dot((pos+vec2(moving*frameTimeCounter))/1.74/1.74 * exp2(0.8*i) + displ*2.0,vec2(0.5)))*exp2(-0.8*i);
weightSum += exp2(-i);
}
return caustic * weightSum / 300.;
}
vec3 getWaveHeight(vec2 posxz, float iswater){
vec2 coord = posxz;
float deltaPos = 0.25;
float waveZ = mix(20.0,0.25,iswater);
float waveM = mix(0.0,4.0,iswater);
float h0 = getWaterHeightmap(coord, waveM, waveZ, iswater);
float h1 = getWaterHeightmap(coord + vec2(deltaPos,0.0), waveM, waveZ, iswater);
float h3 = getWaterHeightmap(coord + vec2(0.0,deltaPos), waveM, waveZ, iswater);
float xDelta = ((h1-h0))/deltaPos*2.;
float yDelta = ((h3-h0))/deltaPos*2.;
vec3 wave = normalize(vec3(xDelta,yDelta,1.0-pow(abs(xDelta+yDelta),2.0)));
return wave;
}