Files
Bliss-Shader/shaders/lib/waterBump.glsl

82 lines
2.4 KiB
GLSL

float waterCaustics(vec3 worldPos, vec3 sunVec) {
vec3 projectedPos = worldPos - (sunVec/sunVec.y*worldPos.y);
vec2 pos = projectedPos.xz;
float movement = frameTimeCounter * 0.035 * WATER_WAVE_SPEED;
float radiance = 2.39996;
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
vec2 wave_size[3] = vec2[](
vec2(48.,12.),
vec2(12.,48.),
vec2(32.,32.)
);
float largeWaves = texture2D(noisetex, pos / 600.0 ).b;
float largeWavesCurved = pow(1.0-pow(1.0-largeWaves,2.5),4.5);
float heightSum = 0.0;
for (int i = 0; i < 3; i++){
pos = rotationMatrix * pos;
heightSum += pow(abs(abs(texture2D(noisetex, pos / wave_size[i] + largeWavesCurved * 0.5 + movement).b * 2.0 - 1.0) * 2.0 - 1.0), 1.0+largeWavesCurved) ;
}
return exp((1.0 + 5.0 * sqrt(largeWavesCurved)) * (heightSum / 3.0 - 0.5));
}
float getWaterHeightmap(vec2 posxz, in float largeWaves, in float largeWavesCurved) {
vec2 pos = posxz;
float movement = frameTimeCounter * 0.035 * WATER_WAVE_SPEED;
float radiance = 2.39996;
mat2 rotationMatrix = mat2(vec2(cos(radiance), -sin(radiance)), vec2(sin(radiance), cos(radiance)));
vec2 wave_size[3] = vec2[](
vec2(48.,12.),
vec2(12.,48.),
vec2(32.,32.)
);
float heightSum = 0.0;
for (int i = 0; i < 3; i++){
pos = rotationMatrix * pos;
heightSum += texture2D(noisetex, pos / wave_size[i] + largeWavesCurved * 0.5 + movement).b;
}
return (heightSum/4.5) * max(largeWavesCurved,0.3);
}
vec3 getWaveNormal(vec3 waterPos, vec3 playerpos, bool isLOD){
float largeWaves = texture2D(noisetex, waterPos.xy / 600.0 ).b;
float largeWavesCurved = pow(1.0-pow(1.0-largeWaves,2.5),4.5);
#ifdef HYPER_DETAILED_WAVES
float deltaPos = mix(1.0, 0.05, largeWavesCurved);
#else
float deltaPos = mix(1.0, 0.15, largeWavesCurved);
// reduce high frequency detail as distance increases. reduces noise on waves. why have more details than pixels?
float range = min(length(playerpos) / (16.0*24.0), 3.0);
deltaPos += range;
#endif
vec2 coord = waterPos.xy;
float h0 = getWaterHeightmap(coord, largeWaves, largeWavesCurved);
float h1 = getWaterHeightmap(coord + vec2(deltaPos,0.0), largeWaves,largeWavesCurved);
float h3 = getWaterHeightmap(coord + vec2(0.0,deltaPos), largeWaves,largeWavesCurved);
float xDelta = (h1-h0)/deltaPos;
float yDelta = (h3-h0)/deltaPos;
vec3 wave = normalize(vec3(xDelta, yDelta, 1.0-pow(abs(xDelta+yDelta),2.0)));
return wave;
}