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