#if LAVA_EDGE_EFFECT > 0 && defined GBUFFERS_TERRAIN && !defined WORLD_CURVATURE if (mat == 10068){ vec3 voxelPos = SceneToVoxel(playerPos); if (CheckInsideVoxelVolume(voxelPos)) { mat2 isSurroundingLava = mat2(0,0,0,0); // Thanks to gri for the help! ivec3 coordsLava = ivec3(floor(vec3(voxelPos))); ivec3 coords = ivec3(floor(vec3(voxelPos.x - 0.5, voxelPos.y - 0.3, voxelPos.z - 0.5))); // shift coords to the center of the block uint lavaVoxel = texelFetch(voxel_sampler, ivec3(coordsLava + ivec3(0, 1, 0)), 0).r; // coords for block above if (lavaVoxel != uint(13)){ // check if the above block is not lava, to only have the edge effect on the top most lava layer for (int i = 0; i < 2; i++){ // check if the surrounding blocks are lava or not, 1 at the center of a non-lava block, 0 at the center of a lava block for ( int j = 0; j < 2; j++){ uint voxel = texelFetch(voxel_sampler, ivec3(coords + ivec3(i, 0, j)), 0).r; isSurroundingLava[i][j] = voxel != uint(13) ? 1 : 0; } } } float edge = mix( mix(isSurroundingLava[0][0], isSurroundingLava[0][1], fract(voxelPos.z + 0.5)), mix(isSurroundingLava[1][0], isSurroundingLava[1][1], fract(voxelPos.z + 0.5)), fract(voxelPos.x + 0.5) ); float easeAmount = 1.5; vec3 edgeColor = maxLavaColor; #if LAVA_EDGE_EFFECT == 2 easeAmount = 1.3; edgeColor = minLavaColor; #endif edge = 1.0 - cos((edge * pi) / easeAmount); // ease in towards the centre of the block to create a better shape edge *= clamp01(blockUV.y - 0.3) * 10/7; // Gradient towards the bottom, so 0.3 is now 0 edgeColor = mix(vec3(0.4, 0.2, 0.1), edgeColor, 0.9); // make the color vary depending on the lava noise #ifdef SOUL_SAND_VALLEY_OVERHAUL_INTERNAL edgeColor = changeColorFunction(edgeColor, 3.0, colorSoul, inSoulValley); #elif defined PURPLE_END_FIRE_INTERNAL edgeColor = changeColorFunction(sqrt1(edgeColor), 4.0, colorEndBreath, 1.0); #endif edgeColor *= 3.0; float edgeEmission = 1.3 + emission * 1.1; #if LAVA_EDGE_EFFECT == 2 edgeColor *= 0.1; edgeEmission = 0.5; #endif vec3 absPlayerPos = abs(playerPos); float maxPlayerPos = max(absPlayerPos.x, max(absPlayerPos.y * 2.0, absPlayerPos.z)); float edgeDecider = pow2(min1(maxPlayerPos / min(effectiveACTdistance, far) * 2.0)); // this is to make the effect fade at the edge of ACT range color.rgb = mix(color.rgb, edgeColor, edge * (1.0 - edgeDecider)); emission = mix(emission, min(edgeEmission, 3.5), edge * (1.0 - edgeDecider)); } } #endif