veloren/assets/voxygen/shaders/fluid-frag/shiny.glsl

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#version 330 core
#include <globals.glsl>
#include <random.glsl>
in vec3 f_pos;
flat in uint f_pos_norm;
in vec3 f_col;
in float f_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
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float load_time;
};
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uniform sampler2D t_waves;
out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
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vec3 warp_normal(vec3 norm, vec3 pos, float time) {
return normalize(norm
+ smooth_rand(pos * 1.0, time * 1.0) * 0.05
+ smooth_rand(pos * 0.25, time * 0.25) * 0.1);
}
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float wave_height(vec3 pos) {
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float timer = tick.x * 0.75;
pos *= 0.5;
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vec3 big_warp = (
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texture(t_waves, fract(pos.xy * 0.03 + timer * 0.01)).xyz * 0.5 +
texture(t_waves, fract(pos.yx * 0.03 - timer * 0.01)).xyz * 0.5 +
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vec3(0)
);
vec3 warp = (
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texture(t_noise, fract(pos.yx * 0.1 + timer * 0.02)).xyz * 0.3 +
texture(t_noise, fract(pos.yx * 0.1 - timer * 0.02)).xyz * 0.3 +
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vec3(0)
);
float height = (
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(texture(t_noise, pos.xy * 0.03 + big_warp.xy + timer * 0.05).y - 0.5) * 1.0 +
(texture(t_noise, pos.yx * 0.03 + big_warp.yx - timer * 0.05).y - 0.5) * 1.0 +
(texture(t_waves, pos.xy * 0.1 + warp.xy + timer * 0.1).x - 0.5) * 0.5 +
(texture(t_waves, pos.yx * 0.1 + warp.yx - timer * 0.1).x - 0.5) * 0.5 +
(texture(t_noise, pos.yx * 0.3 + warp.xy * 0.5 + timer * 0.1).x - 0.5) * 0.2 +
(texture(t_noise, pos.yx * 0.3 + warp.yx * 0.5 - timer * 0.1).x - 0.5) * 0.2 +
(texture(t_noise, pos.yx * 1.0 + warp.yx * 0.0 - timer * 0.1).x - 0.5) * 0.05 +
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0.0
);
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return pow(abs(height), 0.5) * sign(height) * 10.5;
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}
void main() {
// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
uint norm_axis = (f_pos_norm >> 30) & 0x3u;
// Increase array access by 3 to access positive values
uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u;
// Use an array to avoid conditional branching
vec3 f_norm = normals[norm_axis + norm_dir];
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
float frag_dist = length(f_pos - cam_pos.xyz);
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vec3 b_norm;
if (f_norm.z > 0.0) {
b_norm = vec3(1, 0, 0);
} else if (f_norm.x > 0.0) {
b_norm = vec3(0, 1, 0);
} else {
b_norm = vec3(0, 0, 1);
}
vec3 c_norm = cross(f_norm, b_norm);
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float wave00 = wave_height(f_pos);
float wave10 = wave_height(f_pos + vec3(0.1, 0, 0));
float wave01 = wave_height(f_pos + vec3(0, 0.1, 0));
float slope = abs(wave00 - wave10) * abs(wave00 - wave01);
vec3 nmap = vec3(
-(wave10 - wave00) / 0.1,
-(wave01 - wave00) / 0.1,
0.1 / slope
);
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nmap = mix(f_norm, normalize(nmap), min(1.0 / pow(frag_dist, 0.75), 1));
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vec3 norm = vec3(0, 0, 1) * nmap.z + b_norm * nmap.x + c_norm * nmap.y;
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vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0);
float point_shadow = shadow_at(f_pos, norm);
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diffuse_light *= f_light * point_shadow;
ambient_light *= f_light, point_shadow;
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vec3 point_light = light_at(f_pos, norm);
light += point_light;
diffuse_light += point_light;
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec4 clouds;
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.25, true, clouds);
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vec3 reflect_ray_dir = reflect(cam_to_frag, norm);
// Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water
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reflect_ray_dir.z = max(reflect_ray_dir.z, 0.01);
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vec4 _clouds;
vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, f_pos, vec3(-100000), 0.25, false, _clouds) * f_light;
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// Tint
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reflect_color = reflect_color * 0.5 * (diffuse_light + ambient_light);
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// 0 = 100% reflection, 1 = translucent water
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float passthrough = dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag);
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vec4 color = mix(vec4(reflect_color, 1.0), vec4(vec3(0), 1.0 / (1.0 + diffuse_light * 0.25)), passthrough);
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tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a);
}