LybOutlines/shaders/lib/materials/materialMethods/wavingBlocks.glsl
2024-06-25 14:45:54 +02:00

178 lines
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6.2 KiB
GLSL

#if COLORED_LIGHTING > 0
#include "/lib/misc/voxelization.glsl"
#endif
vec3 GetRawWave(in vec3 pos, float wind) {
float magnitude = sin(wind * 0.0027 + pos.z + pos.y) * 0.04 + 0.04;
float d0 = sin(wind * 0.0127);
float d1 = sin(wind * 0.0089);
float d2 = sin(wind * 0.0114);
vec3 wave;
wave.x = sin(wind*0.0063 + d0 + d1 - pos.x + pos.z + pos.y) * magnitude;
wave.z = sin(wind*0.0224 + d1 + d2 + pos.x - pos.z + pos.y) * magnitude;
wave.y = sin(wind*0.0015 + d2 + d0 + pos.z + pos.y - pos.y) * magnitude;
return wave;
}
vec3 GetWave(in vec3 pos, float waveSpeed) {
float wind = frameTimeCounter * waveSpeed * WAVING_SPEED;
vec3 wave = GetRawWave(pos, wind);
#define WAVING_I_RAIN_MULT_M WAVING_I_RAIN_MULT * 0.01
#if WAVING_I_RAIN_MULT > 100
float windRain = frameTimeCounter * waveSpeed * WAVING_I_RAIN_MULT_M * WAVING_SPEED;
vec3 waveRain = GetRawWave(pos, windRain);
wave = mix(wave, waveRain, rainFactor);
#endif
#ifdef NO_WAVING_INDOORS
wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
#else
wave *= 0.1;
#endif
float wavingIntensity = WAVING_I * mix(1.0, WAVING_I_RAIN_MULT_M, rainFactor);
return wave * wavingIntensity;
}
void DoWave_Foliage(inout vec3 playerPos, vec3 worldPos, float waveMult) {
worldPos.y *= 0.5;
vec3 wave = GetWave(worldPos, 170.0);
wave.x = wave.x * 8.0 + wave.y * 4.0;
wave.y = 0.0;
wave.z = wave.z * 3.0;
playerPos.xyz += wave * waveMult;
}
void DoWave_Leaves(inout vec3 playerPos, vec3 worldPos, float waveMult) {
worldPos *= vec3(0.75, 0.375, 0.75);
vec3 wave = GetWave(worldPos, 170.0);
wave *= vec3(8.0, 3.0, 4.0);
wave *= 1.0 - inSnowy; // Leaves with snow on top look wrong
playerPos.xyz += wave * waveMult;
}
void DoWave_Water(inout vec3 playerPos, vec3 worldPos) {
float waterWaveTime = frameTimeCounter * 6.0 * WAVING_SPEED;
worldPos.xz *= 14.0;
float wave = sin(waterWaveTime * 0.7 + worldPos.x * 0.14 + worldPos.z * 0.07);
wave += sin(waterWaveTime * 0.5 + worldPos.x * 0.10 + worldPos.z * 0.05);
#ifdef NO_WAVING_INDOORS
wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
#else
wave *= 0.1;
#endif
playerPos.y += wave * 0.125 - 0.05;
#if defined GBUFFERS_WATER && WATER_STYLE == 1
normal = mix(normal, tangent, wave * 0.01);
#endif
}
void DoWave_Lava(inout vec3 playerPos, vec3 worldPos) {
if (fract(worldPos.y + 0.005) > 0.06) {
float lavaWaveTime = frameTimeCounter * 3.0 * WAVING_SPEED;
worldPos.xz *= 14.0;
float wave = sin(lavaWaveTime * 0.7 + worldPos.x * 0.14 + worldPos.z * 0.07);
wave += sin(lavaWaveTime * 0.5 + worldPos.x * 0.05 + worldPos.z * 0.10);
playerPos.y += wave * 0.0125;
}
}
void DoWave(inout vec3 playerPos, int mat) {
vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
#if defined GBUFFERS_TERRAIN || defined SHADOW
#ifdef WAVING_FOLIAGE
if (mat == 10005) { // Grounded Waving Foliage
if (gl_MultiTexCoord0.t < mc_midTexCoord.t || fract(worldPos.y + 0.21) > 0.26)
DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
} else if (mat == 10021) { // Upper Layer Waving Foliage
DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
}
#if defined WAVING_LEAVES || defined WAVING_LAVA || defined WAVING_LILY_PAD
else
#endif
#endif
#ifdef WAVING_LEAVES
if (mat == 10009) { // Leaves
DoWave_Leaves(playerPos.xyz, worldPos, 1.0);
} else if (mat == 10013) { // Vine
// Reduced waving on vines to prevent clipping through blocks
DoWave_Leaves(playerPos.xyz, worldPos, 0.75);
}
#if defined NETHER || defined DO_NETHER_VINE_WAVING_OUTSIDE_NETHER
else if (mat == 10884 || mat == 10885) { // Weeping Vines, Twisting Vines
float waveMult = 1.0;
#if COLORED_LIGHTING > 0
vec3 playerPosP = playerPos + vec3(0.0, 0.1, 0.0);
vec3 voxelPosP = SceneToVoxel(playerPosP);
vec3 playerPosN = playerPos - vec3(0.0, 0.1, 0.0);
vec3 voxelPosN = SceneToVoxel(playerPosN);
if (CheckInsideVoxelVolume(voxelPosP)) {
int voxelP = int(texelFetch(voxel_sampler, ivec3(voxelPosP), 0).r);
int voxelN = int(texelFetch(voxel_sampler, ivec3(voxelPosN), 0).r);
if (voxelP != 0 && voxelP != 65 || voxelN != 0 && voxelN != 65) // not air, not weeping vines
waveMult = 0.0;
}
#endif
DoWave_Foliage(playerPos.xyz, worldPos, waveMult);
}
#endif
#if defined WAVING_LAVA || defined WAVING_LILY_PAD
else
#endif
#endif
#ifdef WAVING_LAVA
if (mat == 10068) { // Lava
DoWave_Lava(playerPos.xyz, worldPos);
#ifdef GBUFFERS_TERRAIN
// G8FL735 Fixes Optifine-Iris parity. Optifine has 0.9 gl_Color.rgb on a lot of versions
glColorRaw.rgb = min(glColorRaw.rgb, vec3(0.9));
#endif
}
#ifdef WAVING_LILY_PAD
else
#endif
#endif
#ifdef WAVING_LILY_PAD
if (mat == 10489) { // Lily Pad
DoWave_Water(playerPos.xyz, worldPos);
}
#endif
#endif
#if defined GBUFFERS_WATER || defined SHADOW
#ifdef WAVING_WATER_VERTEX
#if defined WAVING_ANYTHING_TERRAIN && defined SHADOW
else
#endif
if (mat == 32000) { // Water
if (fract(worldPos.y + 0.005) > 0.06)
DoWave_Water(playerPos.xyz, worldPos);
}
#endif
#endif
}