86 lines
3.3 KiB
GLSL
86 lines
3.3 KiB
GLSL
float GetPuddles(vec3 worldPos, vec2 coord, float skylight, float NoU, float wetness) {
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if (wetness < 0.001) return 0.0;
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worldPos = (worldPos + cameraPosition) * 0.005;
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float height = texture2DGradARB(normals, coord, dcdx, dcdy).a;
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height = mix(1.0, height, PARALLAX_DEPTH);
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height = smoothstep(1.0, 0.95, height) * 0.1 - 0.05;
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float noise = texture2D(noisetex, worldPos.xz * 0.5 ).r * 0.375;
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noise+= texture2D(noisetex, worldPos.xz * 0.125).r * 0.625;
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noise = noise + height + (wetness * REFLECTION_RAIN_AMOUNT - 0.5);
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float puddles = smoothstep(0.4, 0.6, noise);
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#ifdef WEATHER_PERBIOME
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float weatherWeight = isCold + isDesert + isMesa + isSavanna;
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puddles *= 1.0 - weatherWeight;
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#endif
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puddles *= clamp(skylight * 32.0 - 31.0, 0.0, 1.0) * clamp(NoU, 0.0, 1.0);
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return puddles;
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}
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float rand(vec2 worldPos){
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return fract(sin(dot(worldPos, vec2(12.9898, 4.1414))) * 43758.5453);
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}
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vec2 getpos(vec2 i){
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return vec2(rand(i), rand(i + 1.0)) * 0.5 + 0.25;
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}
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float GetRipple(vec3 worldPos, vec2 offset) {
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vec2 ppos = worldPos.xz + offset * 0.1 + frametime * 0.01;
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ppos = vec2(ppos.x * 0.7 + ppos.y * 0.7, ppos.x * -0.7 + ppos.y * 0.7) * 0.8;
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vec2 ppossh = ppos + vec2(fract(0.618 * floor(ppos.y)) * sin(frametime * 0.05), 0.0);
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vec2 pposfr = fract(ppossh);
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vec2 pposfl = floor(ppossh);
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float val = texture2D(noisetex, ppos / 64.0 + frametime * 0.007).r * 0.125;
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val += texture2D(noisetex, ppos / 64.0 - frametime * 0.005).r * 0.125;
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float seed = rand(pposfl);
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float rippleTime = frametime * 1.7 + fract(seed * 1.618);
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float rippleSeed = seed + floor(rippleTime) * 1.618;
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vec2 ripplePos = getpos(pposfl + rippleSeed);
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float ripple = clamp(1.0 - 4.0 * length(pposfr - ripplePos), 0.0, 1.0);
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ripple = clamp(ripple + fract(rippleTime) - 1.0, 0.0, 1.0);
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ripple = sin(min(ripple * 6.0 * 3.1415, 3.0 * 3.1415)) * pow(1.0 - fract(rippleTime), 2.0);
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val += ripple * 0.3;
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//if(pposfr.x < 0.01 || pposfr.y < 0.01) val += 0.85;
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return val;
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}
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vec3 GetPuddleNormal(vec3 worldPos, vec3 viewPos, mat3 tbn) {
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vec3 puddlePos = worldPos + cameraPosition;
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float normalOffset = 0.1;
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float fresnel = pow(clamp(1.0 + dot(normalize(normal), normalize(viewPos)), 0.0, 1.0), 7.5);
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float normalStrength = 0.35 * (1.0 - fresnel);
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float h1 = GetRipple(puddlePos, vec2( normalOffset, 0.0));
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float h2 = GetRipple(puddlePos, vec2(-normalOffset, 0.0));
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float h3 = GetRipple(puddlePos, vec2(0.0, normalOffset));
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float h4 = GetRipple(puddlePos, vec2(0.0, -normalOffset));
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float xDelta = (h2 - h1) / normalOffset;
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float yDelta = (h4 - h3) / normalOffset;
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vec3 normalMap = vec3(xDelta, yDelta, 1.0 - (xDelta * xDelta + yDelta * yDelta));
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normalMap = normalMap * normalStrength + vec3(0.0, 0.0, 1.0 - normalStrength);
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return clamp(normalize(normalMap * tbn), vec3(-1.0), vec3(1.0));
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}
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void ApplyPuddleToMaterial(float puddles, inout vec4 albedo, inout float smoothness, inout float f0, float porosity) {
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float puddleSmoothness = sqrt(1.0 - 0.75 * porosity);
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float puddleDarkening = (0.5 * porosity + 0.15);
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smoothness = mix(smoothness, 1.0, puddles * puddleSmoothness);
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f0 = max(f0, puddles * 0.02);
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albedo.rgb *= 1.0 - (puddles * puddleDarkening);
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} |