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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-27 02:32:39 +08:00
re-add physics mod ocean support. tweak refraction strength falloff with distance
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@ -6,6 +6,10 @@
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uniform float frameTimeCounter;
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#include "/lib/Shadow_Params.glsl"
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#if defined PHYSICSMOD_OCEAN_SHADER
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#include "/lib/oceans.glsl"
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#endif
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/*
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!! DO NOT REMOVE !!
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This code is from Chocapic13' shaders
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@ -111,12 +115,25 @@ vec3 getWaveNormal(vec3 posxz, float range){
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void main() {
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#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
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// basic texture to determine how shallow/far away from the shore the water is
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physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r;
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// transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet)
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vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w);
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// pass this to the fragment shader to fetch the texture there for per fragment normals
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physics_localPosition = finalPosition.xyz;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(finalPosition) + gl_ModelViewMatrix[3].xyz;
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#else
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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#endif
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// lmtexcoord.xy = (gl_MultiTexCoord0).xy;
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lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
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vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
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lmtexcoord.zw = lmcoord;
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vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
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#ifdef LARGE_WAVE_DISPLACEMENT
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if(mc_Entity.x == 8.0) {
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@ -184,8 +201,8 @@ void main() {
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binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w);
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mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x,
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tangent2.y, binormal.y, normalMat.y,
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tangent2.z, binormal.z, normalMat.z);
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tangent2.y, binormal.y, normalMat.y,
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tangent2.z, binormal.z, normalMat.z);
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flatnormal = normalMat.xyz;
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