mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-01-04 00:23:41 +08:00
b12c2491cf
for water waves, and snow and stuff.
223 lines
9.3 KiB
GLSL
223 lines
9.3 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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// used to offset the model to know the ripple position
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uniform vec3 physics_modelOffset;
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// used for offsetting the ripple texture
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uniform float physics_rippleRange;
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// controlling how much foam generates on the ocean
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uniform float physics_foamAmount;
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// controlling the opacity of the foam
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uniform float physics_foamOpacity;
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// texture containing the ripples (basic bump map)
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uniform sampler2D physics_ripples;
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// foam noise
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uniform sampler3D physics_foam;
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// just the generic minecraft lightmap, you can remove this and use the one supplied by Optifine/Iris
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uniform sampler2D physics_lightmap;
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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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// }
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// thank you Null. not sure if this is legal though lmfao
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vec3 physics_waveNormal_ripples(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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vec3 waveNormal = normalize(vec3(wave.x * totalFactor, PHYSICS_NORMAL_STRENGTH, wave.y * totalFactor));
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vec2 eyePosition = position + physics_modelOffset.xz;
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vec2 rippleFetch = (eyePosition + vec2(physics_rippleRange)) / (physics_rippleRange * 2.0);
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vec2 rippleTexelSize = vec2(2.0 / textureSize(physics_ripples, 0).x, 0.0);
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float left = texture(physics_ripples, rippleFetch - rippleTexelSize.xy).r;
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float right = texture(physics_ripples, rippleFetch + rippleTexelSize.xy).r;
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float top = texture(physics_ripples, rippleFetch - rippleTexelSize.yx).r;
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float bottom = texture(physics_ripples, rippleFetch + rippleTexelSize.yx).r;
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float totalEffect = left + right + top + bottom;
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float normalx = left - right;
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float normalz = top - bottom;
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vec3 rippleNormal = normalize(vec3(normalx, 1.0, normalz));
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waveNormal = normalize(mix(waveNormal, rippleNormal, pow(totalEffect, 0.5)));
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return waveNormal;
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}
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struct WavePixelData {
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vec2 direction;
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vec2 worldPos;
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vec3 normal;
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float foam;
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float height;
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} wave;
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WavePixelData physics_wavePixel(const in vec2 position, const in float factor, const in float iterations, const in float time) {
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vec2 wavePos = (position.xy - 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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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, wavePos) * 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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wavePos -= 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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WavePixelData data;
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data.direction = -vec2(dx / pow(waveSum, 1.0 - PHYSICS_W_DETAIL));
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data.worldPos = wavePos / physics_oceanWaveHorizontalScale / PHYSICS_XZ_SCALE;
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data.height = height / waveSum * physics_oceanHeight * factor - physics_oceanHeight * factor * 0.5;
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data.normal = physics_waveNormal_ripples(position, factor, time);
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float waveAmplitude = data.height * pow(max(data.normal.y, 0.0), 4.0);
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vec2 waterUV = mix(position - physics_waveOffset, data.worldPos, clamp(factor * 2.0, 0.2, 1.0));
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vec2 s1 = textureLod(physics_foam, vec3(waterUV * 0.26, vec3(time) / 360.0), 0).rg;
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vec2 s2 = textureLod(physics_foam, vec3(waterUV * 0.02, vec3(time) / 360.0 + 0.5), 0).rg;
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vec2 s3 = textureLod(physics_foam, vec3(waterUV * 0.1, vec3(time) / 360.0 + 1.0), 0).rg;
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float waterSurfaceNoise = s1.r * s2.r * s3.r * 2.8 * physics_foamAmount;
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waveAmplitude = clamp(waveAmplitude * 1.2, 0.0, 1.0);
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waterSurfaceNoise = (1.0 - waveAmplitude) * waterSurfaceNoise + waveAmplitude * physics_foamAmount;
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float worleyNoise = 0.2 + 0.8 * s1.g * (1.0 - s2.g);
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float waterFoamMinSmooth = 0.45;
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float waterFoamMaxSmooth = 2.0;
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waterSurfaceNoise = smoothstep(waterFoamMinSmooth, 1.0, waterSurfaceNoise) * worleyNoise;
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data.foam = clamp(waterFoamMaxSmooth * waterSurfaceNoise * physics_foamOpacity, 0.0, 1.0);
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return data;
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} |