Files
Bliss-Shader/shaders/lib/physics_ocean.glsl
2024-08-04 21:51:45 -04:00

164 lines
7.0 KiB
GLSL

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 = 1.0;
// 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;
// ERROR: MISSING!
const float physics_globalTime = 0.0;
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;
}
vec3 physics_waveNormal(const in vec2 position, const in vec2 direction, const in float factor, const in float time) {
float oceanHeightFactor = physics_oceanHeight / 13.0;
float totalFactor = oceanHeightFactor * factor;
vec3 waveNormal = normalize(vec3(direction * totalFactor, PHYSICS_NORMAL_STRENGTH));
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;
vec3 rippleNormal = normalize(vec3(left - right, top - bottom, 1.0));
return normalize(mix(waveNormal, rippleNormal, sqrt(totalEffect)));
}
#ifdef RENDER_FRAGMENT
struct WavePixelData {
vec2 direction;
vec2 worldPos;
vec3 normal;
float foam;
float height;
};
WavePixelData physics_wavePixel(vec2 position, const in float factor, const in float iterations, const in float time) {
#if WATER_SURFACE_PIXEL_RES > 0
position = floor(position * WATER_SURFACE_PIXEL_RES) / WATER_SURFACE_PIXEL_RES;
#endif
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(position, data.direction, factor, time);
float waveAmplitude = max(data.normal.z, 0.0);
waveAmplitude = data.height * pow(waveAmplitude, 4);
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, physics_globalTime / 360.0), 0).rg;
vec2 s2 = textureLod(physics_foam, vec3(waterUV * 0.02, physics_globalTime / 360.0 + 0.5), 0).rg;
vec2 s3 = textureLod(physics_foam, vec3(waterUV * 0.1, physics_globalTime / 360.0 + 1.0), 0).rg;
float waterSurfaceNoise = s1.r * s2.r * s3.r * 2.8 * physics_foamAmount;
waveAmplitude = saturate(waveAmplitude * 1.2);
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 = saturate(waterFoamMaxSmooth * waterSurfaceNoise * physics_foamOpacity);
return data;
}
#endif