veloren/assets/voxygen/shaders/include/lod.glsl
2020-02-21 13:48:40 +00:00

68 lines
1.5 KiB
GLSL

#include <random.glsl>
uniform sampler2D t_map;
vec2 pos_to_uv(vec2 pos) {
vec2 uv_pos = pos / 32768.0;
return vec2(uv_pos.x, 1.0 - uv_pos.y);
}
float alt_at(vec2 pos) {
return texture(t_map, pos_to_uv(pos)).a * (1500.0);
return 0.0
+ pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0
+ texture(t_noise, pos * 0.001).x * 100.0
+ texture(t_noise, pos * 0.003).x * 30.0;
}
vec2 splay(vec2 pos, float e) {
return pos * pow(length(pos), e);
}
float splay_scale(vec2 pos, float e) {
return distance(splay(pos, e), splay(pos + 0.001, e)) * 500000.0;
}
vec3 lod_pos(vec2 v_pos) {
vec2 hpos = focus_pos.xy + splay(v_pos, 5.0) * 1000000.0;
float splay = splay_scale(v_pos, 5.0);
return vec3(hpos, (
alt_at(hpos + vec2(-1, 1) * splay) +
alt_at(hpos + vec2(1, 1) * splay) +
alt_at(hpos + vec2(1, -1) * splay) +
alt_at(hpos + vec2(-1, -1) * splay)
) / 4.0);
}
vec3 lod_norm(vec2 pos) {
float alt00 = alt_at(pos);
float alt10 = alt_at(pos + vec2(100, 0));
float alt01 = alt_at(pos + vec2(0, 100));
float slope = abs(alt00 - alt10) + abs(alt00 - alt01);
return normalize(vec3(
(alt00 - alt10) / 100,
(alt00 - alt01) / 100,
100 / (slope + 0.00001) // Avoid NaN
));
}
vec3 lod_col(vec2 pos) {
return texture(t_map, pos_to_uv(pos)).rgb;
vec3 warmth = mix(
vec3(0.05, 0.4, 0.1),
vec3(0.5, 0.4, 0.0),
(texture(t_noise, pos * 0.0002).x - 0.5) * 2.0 + 0.5
);
vec3 color = mix(
warmth,
vec3(0.3, 0.3, 0.4),
alt_at(pos) / 1200.0
);
return color;
}