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

87 lines
4.9 KiB
GLSL

#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