142 lines
4.1 KiB
GLSL
142 lines
4.1 KiB
GLSL
#version 120
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#define gbuffers_shadows
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#define gbuffers_water
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#include "shaders.settings"
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varying vec4 color;
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varying vec4 ambientNdotL;
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varying vec2 texcoord;
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varying vec2 lmcoord;
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varying vec3 getSunlight;
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varying vec3 viewVector;
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varying vec3 worldpos;
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varying vec3 getShadowPos;
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varying float diffuse;
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varying mat3 tbnMatrix;
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uniform sampler2D noisetex;
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uniform sampler2D texture;
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uniform vec3 shadowLightPosition;
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uniform float rainStrength;
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uniform float frameTimeCounter;
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#ifdef Shadows
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uniform sampler2DShadow shadowtex0;
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float shadowfilter(){
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vec2 offset = vec2(0.65, -0.65) / shadowMapResolution;
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return dot(vec4(shadow2D(shadowtex0,vec3(getShadowPos.xy + offset.xx, getShadowPos.z)).x,
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shadow2D(shadowtex0,vec3(getShadowPos.xy + offset.yx, getShadowPos.z)).x,
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shadow2D(shadowtex0,vec3(getShadowPos.xy + offset.xy, getShadowPos.z)).x,
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shadow2D(shadowtex0,vec3(getShadowPos.xy + offset.yy, getShadowPos.z)).x),vec4(0.25));
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}
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#endif
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vec4 encode (vec3 n,float dif){
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float p = sqrt(n.z*8+8);
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float vis = lmcoord.t;
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if (ambientNdotL.a > 0.9) vis = vis * 0.25;
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if (ambientNdotL.a > 0.4 && ambientNdotL.a < 0.6) vis = vis*0.25+0.25;
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if (ambientNdotL.a < 0.1) vis = vis*0.25+0.5;
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return vec4(n.xy/p + 0.5,vis,1.0);
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}
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mat2 rmatrix(float rad){
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return mat2(vec2(cos(rad), -sin(rad)), vec2(sin(rad), cos(rad)));
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}
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float calcWaves(vec2 coord, float iswater){
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if(iswater > 0.9){
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vec2 movement = abs(vec2(0.0, -frameTimeCounter * 0.31365));
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coord *= 0.262144;
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vec2 coord0 = coord * rmatrix(1.0) - movement * 4.0;
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coord0.y *= 3.0;
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vec2 coord1 = coord * rmatrix(0.5) - movement * 1.5;
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coord1.y *= 3.0;
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vec2 coord2 = coord + movement * 0.5;
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coord2.y *= 3.0;
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coord0 *= waveSize;
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coord1 *= waveSize;
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float wave = 1.0 - texture2D(noisetex,coord0 * 0.005).x * 10.0; //big waves
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wave += texture2D(noisetex,coord1 * 0.010416).x * 7.0; //small waves
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wave += sqrt(texture2D(noisetex,coord2 * 0.045).x * 6.5) * 1.33; //noise texture
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wave *= 0.0157;
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return wave;
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} else return sqrt(texture2D(noisetex,coord * 0.5).x) * 0.035; //translucent noise, non water
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}
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vec3 calcBump(vec2 coord, float iswater){
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const vec2 deltaPos = vec2(0.25, 0.0);
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float h0 = calcWaves(coord, iswater);
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float h1 = calcWaves(coord + deltaPos.xy, iswater);
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float h2 = calcWaves(coord - deltaPos.xy, iswater);
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float h3 = calcWaves(coord + deltaPos.yx, iswater);
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float h4 = calcWaves(coord - deltaPos.yx, iswater);
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float xDelta = ((h1-h0)+(h0-h2));
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float yDelta = ((h3-h0)+(h0-h4));
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return vec3(vec2(xDelta,yDelta)*0.5, 0.5); //z = 1.0-0.5
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}
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vec3 calcParallax(vec3 pos, float iswater){
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float getwave = calcWaves(pos.xz - pos.y, iswater);
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pos.xz += (getwave * viewVector.xy) * waterheight;
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return pos;
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}
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void main() {
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float iswater = clamp(ambientNdotL.a*2.0-1.0,0.0,1.0);
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vec4 albedo = texture2D(texture, texcoord.xy)*color;
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albedo.rgb = pow(albedo.rgb,vec3(2.2));
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float texvis = wtexblend;
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#ifndef watertex
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texvis = 0.11;
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if(iswater > 0.9)albedo.rgb = vec3(waterCR,waterCG,waterCB);
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#endif
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//Bump and parallax mapping
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vec3 waterpos = worldpos;
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#ifdef WaterParallax
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waterpos = calcParallax(waterpos, iswater);
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#endif
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vec3 bump = calcBump(waterpos.xz - waterpos.y, iswater);
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vec3 newnormal = normalize(bump * tbnMatrix);
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//---
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//fast shading for translucent blocks
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float NdotL = diffuse;
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#ifdef Shadows
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if(NdotL > 0.001 && (abs(getShadowPos.x) < 1.0-1.5/shadowMapResolution && abs(getShadowPos.y) < 1.0-1.5/shadowMapResolution && abs(getShadowPos.z) < 6.0) && rainStrength < 0.9)NdotL *= shadowfilter();
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NdotL *= (1.0 - iswater);
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NdotL *= (1.0 - rainStrength);
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#endif
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vec3 sunlight = getSunlight.rgb*NdotL*(1.0-rainStrength*0.99)*0.85;
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//---
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//vec3 fColor = albedo.rgb*(0.002+sunlight+ambientNdotL.rgb); //add a min value for water color in caves, makes water a tiny bit brighter, WIP
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vec3 fColor = albedo.rgb*(sunlight+ambientNdotL.rgb);
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float alpha = mix(albedo.a,texvis,iswater);
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if(iswater > 0.9)alpha *= waterA;
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/* DRAWBUFFERS:526 */
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gl_FragData[0] = vec4(fColor,alpha);
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gl_FragData[1] = encode(newnormal.xyz, NdotL);
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gl_FragData[2] = vec4(normalize(albedo.rgb+0.00001),alpha);
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} |