diff --git a/assets/voxygen/shaders/fluid-frag.glsl b/assets/voxygen/shaders/fluid-frag.glsl index 25b7c83e78..f4cbade5fa 100644 --- a/assets/voxygen/shaders/fluid-frag.glsl +++ b/assets/voxygen/shaders/fluid-frag.glsl @@ -19,7 +19,18 @@ out vec4 tgt_color; #include void main() { - vec3 warped_norm = normalize(f_norm + smooth_rand(f_pos * 0.35, tick.x) * 0.2); + /* + vec3 hex_pos = f_pos * 2.0; + hex_pos = hex_pos + vec3(hex_pos.y * 1.4 / 3.0, hex_pos.y * 0.1, 0); + if (fract(hex_pos.x) > fract(hex_pos.y)) { + hex_pos += vec3(1.0, 1.0, 0); + } + hex_pos = f_pos;//floor(hex_pos); + */ + + vec3 warped_norm = normalize(f_norm + + smooth_rand(f_pos * 1.0, tick.x * 1.0) * 0.05 + + smooth_rand(f_pos * 0.25, tick.x * 0.25) * 0.1); vec3 light = get_sun_diffuse(warped_norm, time_of_day.x) * f_light + light_at(f_pos, warped_norm); vec3 surf_color = f_col * light; @@ -28,10 +39,12 @@ void main() { vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x); vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); - vec3 reflect_color = get_sky_color(reflect(cam_to_frag, warped_norm), time_of_day.x) * f_light; - float passthrough = dot(faceforward(warped_norm, warped_norm, cam_to_frag), -cam_to_frag); + vec3 reflect_ray_dir = reflect(cam_to_frag, warped_norm); + reflect_ray_dir.z = max(reflect_ray_dir.z, 0.05); + vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x) * f_light; + float passthrough = pow(dot(faceforward(warped_norm, warped_norm, cam_to_frag), -cam_to_frag), 1.0); - vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 0.8 / (1.0 + light * 2.0)), passthrough); + vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 0.5 / (1.0 + light * 2.0)), passthrough); tgt_color = mix(color, vec4(fog_color, 0.0), fog_level); } diff --git a/assets/voxygen/shaders/include/random.glsl b/assets/voxygen/shaders/include/random.glsl index 1b97d1c3dc..b1f0e18a21 100644 --- a/assets/voxygen/shaders/include/random.glsl +++ b/assets/voxygen/shaders/include/random.glsl @@ -1,95 +1,35 @@ -// Simplex 4D Noise -// by Ian McEwan, Ashima Arts -// -vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} -float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} -vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} -float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} - -vec4 grad4(float j, vec4 ip){ - const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); - vec4 p,s; - - p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; - p.w = 1.5 - dot(abs(p.xyz), ones.xyz); - s = vec4(lessThan(p, vec4(0.0))); - p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; - - return p; +float hash(vec4 p) { + p = fract( p*0.3183099+.1); + p *= 17.0; + return (fract(p.x*p.y*p.z*p.w*(p.x+p.y+p.z+p.w)) - 0.5) * 2.0; } -float snoise(vec4 v){ - const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 - 0.309016994374947451); // (sqrt(5) - 1)/4 F4 -// First corner - vec4 i = floor(v + dot(v, C.yyyy) ); - vec4 x0 = v - i + dot(i, C.xxxx); - -// Other corners - -// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) - vec4 i0; - - vec3 isX = step( x0.yzw, x0.xxx ); - vec3 isYZ = step( x0.zww, x0.yyz ); -// i0.x = dot( isX, vec3( 1.0 ) ); - i0.x = isX.x + isX.y + isX.z; - i0.yzw = 1.0 - isX; - -// i0.y += dot( isYZ.xy, vec2( 1.0 ) ); - i0.y += isYZ.x + isYZ.y; - i0.zw += 1.0 - isYZ.xy; - - i0.z += isYZ.z; - i0.w += 1.0 - isYZ.z; - - // i0 now contains the unique values 0,1,2,3 in each channel - vec4 i3 = clamp( i0, 0.0, 1.0 ); - vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); - vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); - - // x0 = x0 - 0.0 + 0.0 * C - vec4 x1 = x0 - i1 + 1.0 * C.xxxx; - vec4 x2 = x0 - i2 + 2.0 * C.xxxx; - vec4 x3 = x0 - i3 + 3.0 * C.xxxx; - vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; - -// Permutations - i = mod(i, 289.0); - float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); - vec4 j1 = permute( permute( permute( permute ( - i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) - + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) - + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) - + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); -// Gradients -// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.) -// 7*7*6 = 294, which is close to the ring size 17*17 = 289. - - vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; - - vec4 p0 = grad4(j0, ip); - vec4 p1 = grad4(j1.x, ip); - vec4 p2 = grad4(j1.y, ip); - vec4 p3 = grad4(j1.z, ip); - vec4 p4 = grad4(j1.w, ip); - -// Normalise gradients - vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); - p0 *= norm.x; - p1 *= norm.y; - p2 *= norm.z; - p3 *= norm.w; - p4 *= taylorInvSqrt(dot(p4,p4)); - -// Mix contributions from the five corners - vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); - vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); - m0 = m0 * m0; - m1 = m1 * m1; - return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) - + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; - +float snoise(in vec4 x) { + vec4 p = floor(x); + vec4 f = fract(x); + f = f * f * (3.0 - 2.0 * f); + return mix( + mix( + mix( + mix(hash(p + vec4(0,0,0,0)), hash(p + vec4(1,0,0,0)), f.x), + mix(hash(p + vec4(0,1,0,0)), hash(p + vec4(1,1,0,0)), f.x), + f.y), + mix( + mix(hash(p + vec4(0,0,1,0)), hash(p + vec4(1,0,1,0)), f.x), + mix(hash(p + vec4(0,1,1,0)), hash(p + vec4(1,1,1,0)), f.x), + f.y), + f.z), + mix( + mix( + mix(hash(p + vec4(0,0,0,1)), hash(p + vec4(1,0,0,1)), f.x), + mix(hash(p + vec4(0,1,0,1)), hash(p + vec4(1,1,0,1)), f.x), + f.y), + mix( + mix(hash(p + vec4(0,0,1,1)), hash(p + vec4(1,0,1,1)), f.x), + mix(hash(p + vec4(0,1,1,1)), hash(p + vec4(1,1,1,1)), f.x), + f.y), + f.z), + f.w); } vec3 rand_perm_3(vec3 pos) { diff --git a/voxygen/src/render/renderer.rs b/voxygen/src/render/renderer.rs index a445dea895..e862da5a29 100644 --- a/voxygen/src/render/renderer.rs +++ b/voxygen/src/render/renderer.rs @@ -81,8 +81,14 @@ impl Renderer { ) -> Result { let mut shader_reload_indicator = ReloadIndicator::new(); - let (skybox_pipeline, figure_pipeline, terrain_pipeline, fluid_pipeline, ui_pipeline, postprocess_pipeline) = - create_pipelines(&mut factory, &mut shader_reload_indicator)?; + let ( + skybox_pipeline, + figure_pipeline, + terrain_pipeline, + fluid_pipeline, + ui_pipeline, + postprocess_pipeline, + ) = create_pipelines(&mut factory, &mut shader_reload_indicator)?; let dims = win_color_view.get_dimensions(); let (tgt_color_view, tgt_depth_view, tgt_color_res) = diff --git a/world/src/block/mod.rs b/world/src/block/mod.rs index a8251bfb93..af8b907f9a 100644 --- a/world/src/block/mod.rs +++ b/world/src/block/mod.rs @@ -472,8 +472,12 @@ fn block_from_structure( StructureBlock::None => None, StructureBlock::TemperateLeaves => Some(Block::new( BlockKind::Normal, - Lerp::lerp(Rgb::new(0.0, 132.0, 94.0), Rgb::new(142.0, 181.0, 0.0), lerp) - .map(|e| e as u8), + Lerp::lerp( + Rgb::new(0.0, 132.0, 94.0), + Rgb::new(142.0, 181.0, 0.0), + lerp, + ) + .map(|e| e as u8), )), StructureBlock::PineLeaves => Some(Block::new( BlockKind::Normal, @@ -482,15 +486,23 @@ fn block_from_structure( )), StructureBlock::PalmLeaves => Some(Block::new( BlockKind::Normal, - Lerp::lerp(Rgb::new(0.0, 108.0, 113.0), Rgb::new(30.0, 156.0, 10.0), lerp) - .map(|e| e as u8), + Lerp::lerp( + Rgb::new(0.0, 108.0, 113.0), + Rgb::new(30.0, 156.0, 10.0), + lerp, + ) + .map(|e| e as u8), )), StructureBlock::Water => Some(Block::new(BlockKind::Water, Rgb::new(100, 150, 255))), StructureBlock::GreenSludge => Some(Block::new(BlockKind::Water, Rgb::new(30, 126, 23))), StructureBlock::Acacia => Some(Block::new( BlockKind::Normal, - Lerp::lerp(Rgb::new(35.0, 156.0, 0.0), Rgb::new(62.0, 208.0, 0.0), lerp) - .map(|e| e as u8), + Lerp::lerp( + Rgb::new(15.0, 126.0, 50.0), + Rgb::new(30.0, 180.0, 10.0), + lerp, + ) + .map(|e| e as u8), )), StructureBlock::Fruit => Some(Block::new( BlockKind::Normal,