// 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 // 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; #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)); }