57 lines
No EOL
1.9 KiB
GLSL
57 lines
No EOL
1.9 KiB
GLSL
#ifndef INCLUDE_ENDERBEAMS
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#define INCLUDE_ENDERBEAMS
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#include "/lib/colors/lightAndAmbientColors.glsl"
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vec3 endOrangeCol = vec3(1.0, 0.3, 0.0);
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vec3 beamPurple = normalize(ambientColor * ambientColor * ambientColor) * (2.5 - 1.0 * vlFactor);
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vec3 beamOrange = endOrangeCol * (300.0 + 700.0 * vlFactor);
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vec2 wind = vec2(syncedTime * 0.00);
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float BeamNoise(vec2 planeCoord, vec2 wind) {
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float noise = texture2D(noisetex, planeCoord * 0.175 - wind * 0.0625).b;
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noise+= texture2D(noisetex, planeCoord * 0.04375 + wind * 0.0375).b * 5.0;
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return noise;
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}
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vec3 DrawEnderBeams(float VdotU, vec3 playerPos) {
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int sampleCount = 8;
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float VdotUM = 1.0 - VdotU * VdotU;
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float VdotUM2 = VdotUM + smoothstep1(pow2(pow2(1.0 - abs(VdotU)))) * 0.2;
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vec4 beams = vec4(0.0);
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float gradientMix = 1.0;
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for(int i = 0; i < sampleCount; i++) {
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vec2 planeCoord = playerPos.xz + cameraPosition.xz;
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planeCoord *= (1.0 + i * 6.0 / sampleCount) * 0.0014;
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float noise = BeamNoise(planeCoord, wind);
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noise = max(0.75 - 1.0 / abs(noise - (4.0 + VdotUM * 2.0)), 0.0) * 3.0;
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if (noise > 0.0) {
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noise *= 0.65;
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float fireNoise = texture2D(noisetex, abs(planeCoord * 0.2) - wind).b;
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noise *= 0.5 * fireNoise + 0.75;
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noise = noise * noise * 3.0 / sampleCount;
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noise *= VdotUM2;
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vec3 beamColor = beamPurple;
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beamColor += beamOrange * pow2(pow2(fireNoise - 0.5));
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beamColor *= gradientMix / sampleCount;
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noise *= exp2(-6.0 * i / float(sampleCount));
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beams += vec4(noise * beamColor, noise);
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}
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gradientMix += 1.0;
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}
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beams.rgb *= beams.a * beams.a * beams.a * 3.5;
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beams.rgb = sqrt(beams.rgb);
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return beams.rgb;
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}
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#endif //INCLUDE_ENDERBEAMS |