Files
Reimagined/shaderpacks/Reimagined - Low/shaders/lib/materials/specificMaterials/terrain/lavaEdge.glsl
T
2026-05-07 21:38:27 +03:00

63 lines
3.1 KiB
GLSL

#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