mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
f82426c609
it has begun
61 lines
1.5 KiB
GLSL
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;
|
|
}
|