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https://gitlab.com/veloren/veloren.git
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More interesting waves
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71710fb091
commit
75dbebbd05
@ -19,7 +19,18 @@ out vec4 tgt_color;
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#include <light.glsl>
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void main() {
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vec3 warped_norm = normalize(f_norm + smooth_rand(f_pos * 0.35, tick.x) * 0.2);
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/*
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vec3 hex_pos = f_pos * 2.0;
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hex_pos = hex_pos + vec3(hex_pos.y * 1.4 / 3.0, hex_pos.y * 0.1, 0);
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if (fract(hex_pos.x) > fract(hex_pos.y)) {
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hex_pos += vec3(1.0, 1.0, 0);
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}
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hex_pos = f_pos;//floor(hex_pos);
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*/
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vec3 warped_norm = normalize(f_norm
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+ smooth_rand(f_pos * 1.0, tick.x * 1.0) * 0.05
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+ smooth_rand(f_pos * 0.25, tick.x * 0.25) * 0.1);
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vec3 light = get_sun_diffuse(warped_norm, time_of_day.x) * f_light + light_at(f_pos, warped_norm);
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vec3 surf_color = f_col * light;
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@ -28,10 +39,12 @@ void main() {
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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vec3 reflect_color = get_sky_color(reflect(cam_to_frag, warped_norm), time_of_day.x) * f_light;
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float passthrough = dot(faceforward(warped_norm, warped_norm, cam_to_frag), -cam_to_frag);
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vec3 reflect_ray_dir = reflect(cam_to_frag, warped_norm);
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reflect_ray_dir.z = max(reflect_ray_dir.z, 0.05);
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vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x) * f_light;
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float passthrough = pow(dot(faceforward(warped_norm, warped_norm, cam_to_frag), -cam_to_frag), 1.0);
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vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 0.8 / (1.0 + light * 2.0)), passthrough);
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vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 0.5 / (1.0 + light * 2.0)), passthrough);
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tgt_color = mix(color, vec4(fog_color, 0.0), fog_level);
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}
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@ -1,95 +1,35 @@
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// Simplex 4D Noise
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// by Ian McEwan, Ashima Arts
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//
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
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vec4 grad4(float j, vec4 ip){
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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return p;
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float hash(vec4 p) {
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p = fract( p*0.3183099+.1);
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p *= 17.0;
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return (fract(p.x*p.y*p.z*p.w*(p.x+p.y+p.z+p.w)) - 0.5) * 2.0;
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}
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float snoise(vec4 v){
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const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
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0.309016994374947451); // (sqrt(5) - 1)/4 F4
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// First corner
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vec4 i = floor(v + dot(v, C.yyyy) );
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vec4 x0 = v - i + dot(i, C.xxxx);
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// Other corners
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
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vec4 i0;
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vec3 isX = step( x0.yzw, x0.xxx );
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, vec3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp( i0, 0.0, 1.0 );
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vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
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vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
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// x0 = x0 - 0.0 + 0.0 * C
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vec4 x1 = x0 - i1 + 1.0 * C.xxxx;
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vec4 x2 = x0 - i2 + 2.0 * C.xxxx;
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vec4 x3 = x0 - i3 + 3.0 * C.xxxx;
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vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
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// Permutations
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i = mod(i, 289.0);
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float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
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vec4 j1 = permute( permute( permute( permute (
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i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
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+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
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+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
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+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
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// Gradients
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// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
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// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
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vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
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vec4 p0 = grad4(j0, ip);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p2 = grad4(j1.y, ip);
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vec4 p3 = grad4(j1.z, ip);
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vec4 p4 = grad4(j1.w, ip);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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p4 *= taylorInvSqrt(dot(p4,p4));
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// Mix contributions from the five corners
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vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
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+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
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float snoise(in vec4 x) {
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vec4 p = floor(x);
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vec4 f = fract(x);
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f = f * f * (3.0 - 2.0 * f);
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return mix(
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mix(
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mix(
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mix(hash(p + vec4(0,0,0,0)), hash(p + vec4(1,0,0,0)), f.x),
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mix(hash(p + vec4(0,1,0,0)), hash(p + vec4(1,1,0,0)), f.x),
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f.y),
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mix(
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mix(hash(p + vec4(0,0,1,0)), hash(p + vec4(1,0,1,0)), f.x),
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mix(hash(p + vec4(0,1,1,0)), hash(p + vec4(1,1,1,0)), f.x),
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f.y),
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f.z),
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mix(
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mix(
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mix(hash(p + vec4(0,0,0,1)), hash(p + vec4(1,0,0,1)), f.x),
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mix(hash(p + vec4(0,1,0,1)), hash(p + vec4(1,1,0,1)), f.x),
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f.y),
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mix(
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mix(hash(p + vec4(0,0,1,1)), hash(p + vec4(1,0,1,1)), f.x),
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mix(hash(p + vec4(0,1,1,1)), hash(p + vec4(1,1,1,1)), f.x),
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f.y),
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f.z),
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f.w);
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}
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vec3 rand_perm_3(vec3 pos) {
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@ -81,8 +81,14 @@ impl Renderer {
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) -> Result<Self, RenderError> {
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let mut shader_reload_indicator = ReloadIndicator::new();
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let (skybox_pipeline, figure_pipeline, terrain_pipeline, fluid_pipeline, ui_pipeline, postprocess_pipeline) =
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create_pipelines(&mut factory, &mut shader_reload_indicator)?;
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let (
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skybox_pipeline,
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figure_pipeline,
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terrain_pipeline,
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fluid_pipeline,
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ui_pipeline,
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postprocess_pipeline,
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) = create_pipelines(&mut factory, &mut shader_reload_indicator)?;
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let dims = win_color_view.get_dimensions();
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let (tgt_color_view, tgt_depth_view, tgt_color_res) =
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@ -472,8 +472,12 @@ fn block_from_structure(
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StructureBlock::None => None,
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StructureBlock::TemperateLeaves => Some(Block::new(
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BlockKind::Normal,
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Lerp::lerp(Rgb::new(0.0, 132.0, 94.0), Rgb::new(142.0, 181.0, 0.0), lerp)
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.map(|e| e as u8),
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Lerp::lerp(
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Rgb::new(0.0, 132.0, 94.0),
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Rgb::new(142.0, 181.0, 0.0),
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lerp,
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)
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.map(|e| e as u8),
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)),
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StructureBlock::PineLeaves => Some(Block::new(
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BlockKind::Normal,
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@ -482,15 +486,23 @@ fn block_from_structure(
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)),
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StructureBlock::PalmLeaves => Some(Block::new(
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BlockKind::Normal,
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Lerp::lerp(Rgb::new(0.0, 108.0, 113.0), Rgb::new(30.0, 156.0, 10.0), lerp)
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.map(|e| e as u8),
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Lerp::lerp(
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Rgb::new(0.0, 108.0, 113.0),
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Rgb::new(30.0, 156.0, 10.0),
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lerp,
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)
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.map(|e| e as u8),
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)),
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StructureBlock::Water => Some(Block::new(BlockKind::Water, Rgb::new(100, 150, 255))),
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StructureBlock::GreenSludge => Some(Block::new(BlockKind::Water, Rgb::new(30, 126, 23))),
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StructureBlock::Acacia => Some(Block::new(
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BlockKind::Normal,
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Lerp::lerp(Rgb::new(35.0, 156.0, 0.0), Rgb::new(62.0, 208.0, 0.0), lerp)
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.map(|e| e as u8),
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Lerp::lerp(
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Rgb::new(15.0, 126.0, 50.0),
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Rgb::new(30.0, 180.0, 10.0),
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lerp,
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)
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.map(|e| e as u8),
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)),
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StructureBlock::Fruit => Some(Block::new(
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BlockKind::Normal,
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