add handheld light distance slider. add snells window toggle. remove all traces of physics mod support.

This commit is contained in:
Xonk
2024-01-11 14:43:16 -05:00
parent 6d9771bb72
commit 5cac7c90a4
11 changed files with 35 additions and 264 deletions

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@ -1,226 +0,0 @@
// THIS FILE IS PUBLIC DOMAIN SO USE IT HOWEVER YOU WANT!
// to make it compatible with your shaderpack use:
#define PHYSICS_OCEAN_SUPPORT
// at the top of your file. When used my mod no longer injects code into
// your shaderpack. It replaces this define statement (before compilation) with
#define PHYSICS_OCEAN
// so you can use
#ifdef PHYSICS_OCEAN
#endif
#ifdef PhysicsMod_support
// to customize the water for the physics ocean
// just some basic consts for the wave function based on afl_ext's shader https://www.shadertoy.com/view/Xdlczl
// the overall shape must stay consistent because it is also computed on the CPU side
// to offset entities (though a custom CPU integration of your shader is possible by
// contacting me on my discord server https://discord.gg/VsNs9xP)
const int PHYSICS_ITERATIONS_OFFSET = 13;
const float PHYSICS_DRAG_MULT = 0.048;
const float PHYSICS_XZ_SCALE = 0.035;
const float PHYSICS_TIME_MULTIPLICATOR = 0.45;
const float PHYSICS_W_DETAIL = 0.75;
const float PHYSICS_FREQUENCY = 6.0;
const float PHYSICS_SPEED = 2.0;
const float PHYSICS_WEIGHT = 0.8;
const float PHYSICS_FREQUENCY_MULT = 1.18;
const float PHYSICS_SPEED_MULT = 1.07;
const float PHYSICS_ITER_INC = 12.0;
const float PHYSICS_NORMAL_STRENGTH = 0.6;
// this is the surface detail from the physics options, ranges from 13 to 48 (yeah I know weird)
uniform int physics_iterationsNormal;
// used to offset the 0 point of wave meshes to keep the wave function consistent even
// though the mesh totally changes
uniform vec2 physics_waveOffset;
// used for offsetting the local position to fetch the right pixel of the waviness texture
uniform ivec2 physics_textureOffset;
// time in seconds that can go faster dependent on weather conditions (affected by weather strength
// multiplier in ocean settings
uniform float physics_gameTime;
// base value is 13 and gets multiplied by wave height in ocean settings
uniform float physics_oceanHeight;
// basic texture to determine how shallow/far away from the shore the water is
uniform sampler2D physics_waviness;
// basic scale for the horizontal size of the waves
uniform float physics_oceanWaveHorizontalScale;
// used to offset the model to know the ripple position
uniform vec3 physics_modelOffset;
// used for offsetting the ripple texture
uniform float physics_rippleRange;
// controlling how much foam generates on the ocean
uniform float physics_foamAmount;
// controlling the opacity of the foam
uniform float physics_foamOpacity;
// texture containing the ripples (basic bump map)
uniform sampler2D physics_ripples;
// foam noise
uniform sampler3D physics_foam;
// just the generic minecraft lightmap, you can remove this and use the one supplied by Optifine/Iris
uniform sampler2D physics_lightmap;
#ifdef PHYSICSMOD_VERTEX
// for the vertex shader stage
out vec3 physics_localPosition;
out float physics_localWaviness;
#endif
#ifdef PHYSICSMOD_FRAGMENT
// for the fragment shader stage
in vec3 physics_localPosition;
in float physics_localWaviness;
#endif
float physics_waveHeight(vec2 position, int iterations, float factor, float time) {
position = (position - physics_waveOffset) * PHYSICS_XZ_SCALE * physics_oceanWaveHorizontalScale;
float iter = 0.0;
float frequency = PHYSICS_FREQUENCY;
float speed = PHYSICS_SPEED;
float weight = 1.0;
float height = 0.0;
float waveSum = 0.0;
float modifiedTime = time * PHYSICS_TIME_MULTIPLICATOR;
for (int i = 0; i < iterations; i++) {
vec2 direction = vec2(sin(iter), cos(iter));
float x = dot(direction, position) * frequency + modifiedTime * speed;
float wave = exp(sin(x) - 1.0);
float result = wave * cos(x);
vec2 force = result * weight * direction;
position -= force * PHYSICS_DRAG_MULT;
height += wave * weight;
iter += PHYSICS_ITER_INC;
waveSum += weight;
weight *= PHYSICS_WEIGHT;
frequency *= PHYSICS_FREQUENCY_MULT;
speed *= PHYSICS_SPEED_MULT;
}
return height / waveSum * physics_oceanHeight * factor - physics_oceanHeight * factor * 0.5;
}
vec2 physics_waveDirection(vec2 position, int iterations, float time) {
position = (position - physics_waveOffset) * PHYSICS_XZ_SCALE * physics_oceanWaveHorizontalScale;
float iter = 0.0;
float frequency = PHYSICS_FREQUENCY;
float speed = PHYSICS_SPEED;
float weight = 1.0;
float waveSum = 0.0;
float modifiedTime = time * PHYSICS_TIME_MULTIPLICATOR;
vec2 dx = vec2(0.0);
for (int i = 0; i < iterations; i++) {
vec2 direction = vec2(sin(iter), cos(iter));
float x = dot(direction, position) * frequency + modifiedTime * speed;
float wave = exp(sin(x) - 1.0);
float result = wave * cos(x);
vec2 force = result * weight * direction;
dx += force / pow(weight, PHYSICS_W_DETAIL);
position -= force * PHYSICS_DRAG_MULT;
iter += PHYSICS_ITER_INC;
waveSum += weight;
weight *= PHYSICS_WEIGHT;
frequency *= PHYSICS_FREQUENCY_MULT;
speed *= PHYSICS_SPEED_MULT;
}
return vec2(dx / pow(waveSum, 1.0 - PHYSICS_W_DETAIL));
}
// vec3 physics_waveNormal(vec2 position, float factor, float time) {
// vec2 wave = -physics_waveDirection(position.xy, physics_iterationsNormal, time);
// float oceanHeightFactor = physics_oceanHeight / 13.0;
// float totalFactor = oceanHeightFactor * factor;
// return normalize(vec3(wave.x * totalFactor, PHYSICS_NORMAL_STRENGTH, wave.y * totalFactor));
// }
// thank you Null. not sure if this is legal though lmfao
vec3 physics_waveNormal_ripples(vec2 position, float factor, float time) {
vec2 wave = -physics_waveDirection(position.xy, physics_iterationsNormal, time);
float oceanHeightFactor = physics_oceanHeight / 13.0;
float totalFactor = oceanHeightFactor * factor;
vec3 waveNormal = normalize(vec3(wave.x * totalFactor, PHYSICS_NORMAL_STRENGTH, wave.y * totalFactor));
vec2 eyePosition = position + physics_modelOffset.xz;
vec2 rippleFetch = (eyePosition + vec2(physics_rippleRange)) / (physics_rippleRange * 2.0);
vec2 rippleTexelSize = vec2(2.0 / textureSize(physics_ripples, 0).x, 0.0);
float left = texture(physics_ripples, rippleFetch - rippleTexelSize.xy).r;
float right = texture(physics_ripples, rippleFetch + rippleTexelSize.xy).r;
float top = texture(physics_ripples, rippleFetch - rippleTexelSize.yx).r;
float bottom = texture(physics_ripples, rippleFetch + rippleTexelSize.yx).r;
float totalEffect = left + right + top + bottom;
float normalx = left - right;
float normalz = top - bottom;
vec3 rippleNormal = normalize(vec3(normalx, 1.0, normalz));
waveNormal = normalize(mix(waveNormal, rippleNormal, pow(totalEffect, 0.5)));
return waveNormal;
}
struct WavePixelData {
vec2 direction;
vec2 worldPos;
vec3 normal;
float foam;
float height;
} wave;
WavePixelData physics_wavePixel(const in vec2 position, const in float factor, const in float iterations, const in float time) {
vec2 wavePos = (position.xy - physics_waveOffset) * PHYSICS_XZ_SCALE * physics_oceanWaveHorizontalScale;
float iter = 0.0;
float frequency = PHYSICS_FREQUENCY;
float speed = PHYSICS_SPEED;
float weight = 1.0;
float height = 0.0;
float waveSum = 0.0;
float modifiedTime = time * PHYSICS_TIME_MULTIPLICATOR;
vec2 dx = vec2(0.0);
for (int i = 0; i < iterations; i++) {
vec2 direction = vec2(sin(iter), cos(iter));
float x = dot(direction, wavePos) * frequency + modifiedTime * speed;
float wave = exp(sin(x) - 1.0);
float result = wave * cos(x);
vec2 force = result * weight * direction;
dx += force / pow(weight, PHYSICS_W_DETAIL);
wavePos -= force * PHYSICS_DRAG_MULT;
height += wave * weight;
iter += PHYSICS_ITER_INC;
waveSum += weight;
weight *= PHYSICS_WEIGHT;
frequency *= PHYSICS_FREQUENCY_MULT;
speed *= PHYSICS_SPEED_MULT;
}
WavePixelData data;
data.direction = -vec2(dx / pow(waveSum, 1.0 - PHYSICS_W_DETAIL));
data.worldPos = wavePos / physics_oceanWaveHorizontalScale / PHYSICS_XZ_SCALE;
data.height = height / waveSum * physics_oceanHeight * factor - physics_oceanHeight * factor * 0.5;
data.normal = physics_waveNormal_ripples(position, factor, time);
float waveAmplitude = data.height * pow(max(data.normal.y, 0.0), 4.0);
vec2 waterUV = mix(position - physics_waveOffset, data.worldPos, clamp(factor * 2.0, 0.2, 1.0));
vec2 s1 = textureLod(physics_foam, vec3(waterUV * 0.26, vec3(time) / 360.0), 0).rg;
vec2 s2 = textureLod(physics_foam, vec3(waterUV * 0.02, vec3(time) / 360.0 + 0.5), 0).rg;
vec2 s3 = textureLod(physics_foam, vec3(waterUV * 0.1, vec3(time) / 360.0 + 1.0), 0).rg;
float waterSurfaceNoise = s1.r * s2.r * s3.r * 2.8 * physics_foamAmount;
waveAmplitude = clamp(waveAmplitude * 1.2, 0.0, 1.0);
waterSurfaceNoise = (1.0 - waveAmplitude) * waterSurfaceNoise + waveAmplitude * physics_foamAmount;
float worleyNoise = 0.2 + 0.8 * s1.g * (1.0 - s2.g);
float waterFoamMinSmooth = 0.45;
float waterFoamMaxSmooth = 2.0;
waterSurfaceNoise = smoothstep(waterFoamMinSmooth, 1.0, waterSurfaceNoise) * worleyNoise;
data.foam = clamp(waterFoamMaxSmooth * waterSurfaceNoise * physics_foamOpacity, 0.0, 1.0);
return data;
}
#endif

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@ -30,6 +30,8 @@
#define WATER_SUN_SPECULAR
#define SCREENSPACE_REFLECTIONS
#define SNELLS_WINDOW
////////////////////////////////////////
// ----- PLANT RELATED SETTINGS ----- //
////////////////////////////////////////
@ -81,12 +83,15 @@
#define AmbientLight_G 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define AmbientLight_B 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
#define Hand_Held_lights
#define TORCH_AMOUNT 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 10.0]
#define TORCH_R 1.0 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
#define TORCH_G 0.75 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
#define TORCH_B 0.65 // [0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0]
#define Hand_Held_lights
#define HANDHELD_LIGHT_RANGE 10 // [1 2 3 4 5 6 7 8 9 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125 130 135 140 145 150 155 160 165 170 175 180 185 190 195 200 205 210 215 220 225 230 235 240 245 250 255]
#define indirect_effect 1 // [0 1 2 3 4]
#define AO_in_sunlight
@ -502,8 +507,6 @@ uniform int moonPhase;
#define Texture_MipMap_Bias 0.0 // [-5.00 -4.75 -4.50 -4.25 -4.00 -3.75 -3.50 -3.25 -3.00 -2.75 -2.50 -2.25 -2.00 -1.75 -1.50 -1.25 -1.00 -0.75 -0.50 -0.25 0.00 0.25 0.50 0.75 1.00 1.25 1.50 1.75 2.00 2.25 2.50 2.75 3.00 3.25 3.50 3.75 4.00 4.25 4.50 4.75 5.00]
// #define PhysicsMod_support // WARNING: this may or may not visually mess up the whole shader on AMD devices. if you dont see any weirdness then it's fine
#define PLANET_GROUND_BRIGHTNESS 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]
#define CompSky_R 0.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 ]