#if defined GBUFFERS_TERRAIN || defined DH_TERRAIN float noise = -1.0 * LAVA_NOISE_AMOUNT; float lavaNoiseEmission = emission; float dhLavaSides = 0.0; #ifdef DH_TERRAIN dhLavaSides = 1.0 - clamp01(dot(worldGeoNormal, ViewToPlayer(upVec))); #endif if (mat == 10070 #ifdef DH_TERRAIN || dhLavaSides > 0.5 // vertical lava columns #endif ) { // Flowing Lava lavaPos += wind.x * 0.75; } #if LAVA_VARIATION == 1 // Adaptive Noise lavaNoiseColor += min(pow2(pow2(lavaNoiseEmission * 0.50)), 0.2) * LAVA_TEMPERATURE * 0.65 + 0.1; #ifdef NETHER #ifdef DH_TERRAIN if ((worldPos.y > 30 && worldPos.y < 32.3 || (worldPos.y > 35 && worldPos.y < 37.3) && dhLavaSides < 0.5) && BLOCK_LAVA_STILL_DEFINE) { // lava lakes in the nether #else if ((worldPos.y > 30 && worldPos.y < 32.3 || (worldPos.y > 35 && worldPos.y < 37.3)) && BLOCK_LAVA_STILL_DEFINE) { #endif noise += texture2DLod(noisetex, lavaPos * 0.3 + wind * 0.1, 0.0).r; noise -= texture2DLod(noisetex, lavaPos * 10.1 + wind * 0.05, 0.0).g * 0.3; noise += texture2DLod(noisetex, lavaPos * 0.9 + wind * 0.04, 0.0).r * 0.5; noise *= texture2DLod(noisetex, lavaPos * 0.1 + wind * 0.02, 0.0).r * 0.5; lavaNoiseEmission *= 1.6; lavaNoiseColor *= smoothstep(0.00, 0.40, noise); lavaNoiseColor.r *= 1.2; } else { noise += texture2DLod(noisetex, lavaPos * 2.5 + wind * 0.01, 0.0).g; noise -= texture2DLod(noisetex, lavaPos * 10.1 + wind * 0.05, 0.0).g * 0.3; noise += texture2DLod(noisetex, lavaPos * 2.1, 0.0).g * 0.3; lavaNoiseColor *= smoothstep(0.0, 0.90, noise); lavaNoiseColor.r *= 1.25; lavaNoiseEmission *= 1.1; } #else if (worldPos.y > -56 && worldPos.y < -53.7 && BLOCK_LAVA_STILL_DEFINE) { // lava lakes in the Overworld, End not affected because no negative coords noise += texture2DLod(noisetex, lavaPos * 0.2 + wind * 0.1, 0.0).r; noise += texture2DLod(noisetex, lavaPos * 0.8 + wind * 0.04, 0.0).r * 0.5; noise *= texture2DLod(noisetex, lavaPos * 0.1 + wind * 0.02, 0.0).r * 0.5; lavaNoiseEmission *= 1.6; lavaNoiseColor *= smoothstep(0.00, 0.45, noise); lavaNoiseColor.r *= 1.2; } else { noise += texture2DLod(noisetex, lavaPos * 2.5 + wind * 0.01, 0.0).g; noise -= texture2DLod(noisetex, lavaPos * 10.1 + wind * 0.05, 0.0).g * 0.3; noise += texture2DLod(noisetex, lavaPos * 2.1, 0.0).g * 0.3; lavaNoiseColor *= smoothstep(0.0, 0.90, noise); lavaNoiseIntensity *= 0.5; lavaNoiseColor.r *= 1.25; lavaNoiseEmission *= 1.1; } #endif #elif LAVA_VARIATION == 2 // Blushing Hotness noise += texture2DLod(noisetex, lavaPos * 0.05 + wind * 0.1, 0.0).r; lavaNoiseColor -= vec3(0.03) * noise * 8.0; lavaNoiseColor += min(pow2(pow2(lavaNoiseEmission * 0.50)), 0.2) * LAVA_TEMPERATURE * 0.65 - 0.05; #elif LAVA_VARIATION == 3 // Molten Cheese lavaNoiseColor += vec3(min(pow2(pow2(pow2(smoothstep1(lavaNoiseEmission * 0.5)))), 0.25)) * LAVA_TEMPERATURE * 0.65 + 0.1; noise += texture2DLod(noisetex, lavaPos * 0.01 + wind * 0.01, 0.0).g; noise -= texture2DLod(noisetex, lavaPos * 2.0 + wind * 0.05, 0.0).g * 0.3; noise += texture2DLod(noisetex, lavaPos * 0.1, 0.0).g * 0.3; lavaNoiseColor *= smoothstep(0.00, 0.70, noise); #elif LAVA_VARIATION == 4 // Dark Islands lavaNoiseColor += vec3(min(pow2(pow2(pow2(smoothstep1(lavaNoiseEmission * 0.5)))), 0.25)) * LAVA_TEMPERATURE * 0.65 + 0.1; noise += texture2DLod(noisetex, lavaPos * 0.01 + wind * 0.01, 0.0).r; noise -= texture2DLod(noisetex, lavaPos * 1.1 + wind * 0.05, 0.0).r * 0.3; noise += texture2DLod(noisetex, lavaPos * 0.1, 0.0).r * 0.7; lavaNoiseColor *= smoothstep(0.00, 0.70, noise); #elif LAVA_VARIATION == 5 // Chaotic Flow lavaNoiseColor += min(pow2(pow2(lavaNoiseEmission * 0.50)), 0.2) * LAVA_TEMPERATURE * 0.65 + 0.1; noise += texture2DLod(noisetex, lavaPos * 1.0 + wind * 0.01, 0.0).g; noise -= texture2DLod(noisetex, lavaPos * 10.1 + wind * 0.05, 0.0).g * 0.3; noise += texture2DLod(noisetex, lavaPos * 2.1, 0.0).g * 0.3; lavaNoiseColor *= smoothstep(0.5, 0.70, noise); lavaNoiseColor.r *= 1.25; lavaNoiseEmission *= 1.1; #endif lavaNoiseColor = max(vec3(0.01), lavaNoiseColor); // prevent going too dark lavaNoiseColor = mix(color.rgb, lavaNoiseColor, lavaNoiseIntensity); emission = mix(emission, lavaNoiseEmission, lavaNoiseIntensity); #endif