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

61 lines
1.5 KiB
GLSL

//#define Vanilla_like_water // vanilla water texture along with shader water stuff
float getWaterHeightmap(vec2 posxz, float waveM, float waveZ, float iswater) { // water waves
vec2 pos = posxz;
float moving = clamp(iswater*2.-1.0,0.0,1.0);
vec2 movement = vec2(-0.035*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)));
const vec2 wave_size[4] = vec2[](
vec2(600.),
vec2(32.,16.),
vec2(16.,32.),
vec2(48.)
);
for (int i = 0; i < 4; i++){
pos = rotationMatrix * pos;
vec2 speed = movement;
float waveStrength = 1.0;
if( i == 0) {
speed *= 0.15;
waveStrength = 7.0;
}
float small_wave = texture2D(noisetex, pos / wave_size[i] + speed ).b * waveStrength;
caustic += small_wave;
weightSum -= exp2(caustic);
}
return caustic / weightSum;
}
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;
}