244 lines
9.0 KiB
GLSL
244 lines
9.0 KiB
GLSL
#include "/lib/shaderSettings/wavingBlocks.glsl"
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#if COLORED_LIGHTING_INTERNAL > 0
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#include "/lib/voxelization/lightVoxelization.glsl"
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#endif
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vec3 GetRawWave(in vec3 pos, float wind) {
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float magnitude = sin(wind * 0.0027 + pos.x + pos.y) * 0.04 + 0.04;
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float d0 = sin(wind * 0.0127);
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float d1 = sin(wind * 0.0089);
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float d2 = sin(wind * 0.0114);
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vec3 wave;
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wave.x = magnitude * sin(wind*0.0224 + d1 + d2 + pos.x - pos.z + pos.y);
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wave.y = magnitude * sin(wind*0.0015 + d2 + d0 + pos.x);
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wave.z = magnitude * sin(wind*0.0063 + d0 + d1 - pos.x + pos.z + pos.y);
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return wave;
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}
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vec3 GetWave(in vec3 pos, float waveSpeed) {
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float wind = frameTimeCounter * waveSpeed * WAVING_SPEED;
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vec3 wave = GetRawWave(pos, wind);
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#define WAVING_I_RAIN_MULT_M WAVING_I_RAIN_MULT * 0.01
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#if WAVING_I_RAIN_MULT > 100
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float windRain = frameTimeCounter * waveSpeed * WAVING_I_RAIN_MULT_M * WAVING_SPEED;
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vec3 waveRain = GetRawWave(pos, windRain);
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wave = mix(wave, waveRain, rainFactor);
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#endif
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float wavingIntensity = WAVING_I * mix(1.0, WAVING_I_RAIN_MULT_M, rainFactor);
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return wave * wavingIntensity;
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}
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void DoWave_Foliage(inout vec3 playerPos, vec3 worldPos, float waveMult) {
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worldPos.y *= 0.5;
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vec3 wave = GetWave(worldPos, 170.0);
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wave.x = wave.x * 3.0;
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wave.y = 0.0;
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wave.z = wave.z * 8.0 + wave.y * 4.0;
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#ifdef NO_WAVING_INDOORS
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#ifndef WAVE_EVERYTHING
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wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
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#else
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wave *= 0.1;
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#endif
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#else
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wave *= 0.1;
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#endif
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playerPos.xyz += wave * waveMult;
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}
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void DoWave_Leaves(inout vec3 playerPos, vec3 worldPos, float waveMult) {
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worldPos *= vec3(0.75, 0.375, 0.75);
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vec3 wave = GetWave(worldPos, 170.0);
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wave *= vec3(4.0, 3.0, 8.0);
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wave *= 1.0 - inSnowy; // Leaves with snow on top look wrong
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#if defined NO_WAVING_INDOORS && !defined WAVE_EVERYTHING
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wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
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#else
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wave *= 0.1;
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#endif
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playerPos.xyz += wave * waveMult;
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}
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void DoWave_Water(inout vec3 playerPos, vec3 worldPos) {
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float waterWaveTime = frameTimeCounter * 6.0 * WAVING_SPEED;
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worldPos.xz *= 14.0;
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float wave = sin(waterWaveTime * 0.7 - worldPos.z * 0.14 + worldPos.x * 0.07);
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wave += sin(waterWaveTime * 0.5 - worldPos.z * 0.10 + worldPos.x * 0.05);
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#if defined NO_WAVING_INDOORS && !defined WAVE_EVERYTHING
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wave *= clamp(lmCoord.y - 0.87, 0.0, 0.1);
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#else
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wave *= 0.1;
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#endif
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playerPos.y += wave * 0.125 - 0.05;
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#if defined GBUFFERS_WATER && WATER_STYLE == 1
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normal = mix(normal, tangent, wave * 0.01);
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#endif
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}
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void DoWave_Lava(inout vec3 playerPos, vec3 worldPos) {
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if (fract(worldPos.y + 0.005) > 0.06) {
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float lavaWaveTime = frameTimeCounter * 3.0 * WAVING_SPEED;
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worldPos.xz *= 14.0;
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float wave = sin(lavaWaveTime * 0.7 - worldPos.z * 0.14 + worldPos.x * 0.07);
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wave += sin(lavaWaveTime * 0.5 - worldPos.z * 0.05 + worldPos.x * 0.10);
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#if defined NETHER && defined WAVIER_LAVA
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if (worldPos.y > 30 && worldPos.y < 32) wave *= 4.5;
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else wave *= 2.0;
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#endif
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playerPos.y += wave * 0.0125;
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}
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}
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void DoWave(inout vec3 playerPos, int mat) {
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vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
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#if defined GBUFFERS_TERRAIN || defined SHADOW
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#ifdef WAVING_FOLIAGE
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if (mat == 10003 || mat == 10005 || mat == 10029 || mat == 10025 // Grounded Foliage
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#ifdef DO_MORE_FOLIAGE_WAVING
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|| mat == 10769 // Torchflower
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|| mat == 10976 // Open Eye Blossom
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#endif
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) {
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if (gl_MultiTexCoord0.t < mc_midTexCoord.t || fract(worldPos.y + 0.21) > 0.26)
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DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
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}
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else if (mat == 10021 || mat == 10023 || mat == 10027) { // Upper Layer Foliage
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DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
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}
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#ifdef DO_MORE_FOLIAGE_WAVING
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else if (mat == 10972) { // Firefly Bush
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if (gl_MultiTexCoord0.t < mc_midTexCoord.t || fract(worldPos.y + 0.21) > 0.26) {
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vec3 wave = GetWave(worldPos, 170.0);
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wave.x = wave.x * 8.0 + wave.y * 4.0;
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wave.y = 0.0;
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wave.z = wave.z * 3.0;
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playerPos.xyz += wave * 0.1 * eyeBrightnessM; // lmCoord.y is unreliable for firefly bushes
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}
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}
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#endif
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#if defined WAVING_LEAVES_ENABLED || defined WAVING_LAVA || defined WAVING_LILY_PAD
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else
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#endif
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#endif
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#ifdef WAVING_LEAVES_ENABLED
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if (mat == 10007 || mat == 10009 || mat == 10011) { // Leaves
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DoWave_Leaves(playerPos.xyz, worldPos, 1.0);
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} else if (mat == 10013 || mat == 10923) { // Vine
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// Reduced waving on vines to prevent clipping through blocks
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DoWave_Leaves(playerPos.xyz, worldPos, 0.75);
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}
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#if defined NETHER || defined DO_NETHER_VINE_WAVING_OUTSIDE_NETHER
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else if (mat == 10884 || mat == 10885) { // Weeping Vines, Twisting Vines
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float waveMult = 1.0;
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#if COLORED_LIGHTING_INTERNAL > 0
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vec3 playerPosP = playerPos + vec3(0.0, 0.1, 0.0);
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vec3 voxelPosP = SceneToVoxel(playerPosP);
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vec3 playerPosN = playerPos - vec3(0.0, 0.1, 0.0);
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vec3 voxelPosN = SceneToVoxel(playerPosN);
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if (CheckInsideVoxelVolume(voxelPosP)) {
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int voxelP = int(GetVoxelVolume(ivec3(voxelPosP)));
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int voxelN = int(GetVoxelVolume(ivec3(voxelPosN)));
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if (voxelP != 0 && voxelP != 65 || voxelN != 0 && voxelN != 65) // not air, not weeping vines
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waveMult = 0.0;
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}
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#endif
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DoWave_Foliage(playerPos.xyz, worldPos, waveMult);
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}
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#endif
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#ifdef WAVING_SUGAR_CANE
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if (mat == 10039) { // Sugar Cane
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float waveMult = 0.75;
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#if COLORED_LIGHTING_INTERNAL > 0
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vec3 voxelPosP = SceneToVoxel(playerPos - vec3(0.0, 0.1, 0.0));
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if (CheckInsideVoxelVolume(voxelPosP)) {
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int voxelP = int(texelFetch(voxel_sampler, ivec3(voxelPosP), 0).r);
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if (voxelP != 0) // not air
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waveMult = 0.0;
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}
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#endif
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DoWave_Foliage(playerPos.xyz, worldPos, waveMult);
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}
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#endif
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#if defined WAVING_LAVA || defined WAVING_LILY_PAD
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else
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#endif
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#endif
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#ifdef WAVING_LAVA
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if (mat == 10068 || mat == 10070) { // Lava
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DoWave_Lava(playerPos.xyz, worldPos);
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#ifdef GBUFFERS_TERRAIN
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// G8FL735 Fixes Optifine-Iris parity. Optifine has 0.9 gl_Color.rgb on a lot of versions
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glColorRaw.rgb = min(glColorRaw.rgb, vec3(0.9));
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#endif
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}
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#ifdef WAVING_LILY_PAD
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else
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#endif
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#endif
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#ifdef WAVING_LILY_PAD
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if (mat == 10489) { // Lily Pad
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DoWave_Water(playerPos.xyz, worldPos);
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}
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#endif
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#endif
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#if defined GBUFFERS_WATER || defined SHADOW || defined GBUFFERS_TERRAIN
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#ifdef WAVING_WATER_VERTEX
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#if defined WAVING_ANYTHING_TERRAIN && defined SHADOW
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else
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#endif
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if (mat == 32000) { // Water
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if (fract(worldPos.y + 0.005) > 0.06)
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DoWave_Water(playerPos.xyz, worldPos);
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}
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#endif
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#endif
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}
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void DoInteractiveWave(inout vec3 playerPos, int mat) {
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float strength = 2.0;
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if (mat == 10003 || mat == 10023 || mat == 10015) { // Flowers
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strength = 1.0;
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}
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if (length(playerPos) < 2.0) playerPos.xz += playerPos.xz * max(5.0 / max(length(playerPos * vec3(8.0, 2.0, 8.0) - vec3(0.0, 2.0, 0.0)), 2.0) -0.625, 0.0) * clamp(2.0 / length(playerPos) - 1.0, 0.0, 1.0) * strength; // Emin's code from v4 + smooth transition by me
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}
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void DoWaveEverything(inout vec3 playerPos) {
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vec3 worldPos = playerPos.xyz + cameraPosition.xyz;
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DoWave_Leaves(playerPos.xyz, worldPos, 1.0);
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DoWave_Foliage(playerPos.xyz, worldPos, 1.0);
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}
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