peytonplayz585-shadow-4.0/desktopRuntime/resources/assets/eagler/glsl/deferred/lib/waving_blocks.glsl

221 lines
6.7 KiB
Plaintext
Raw Normal View History

2024-04-11 14:18:30 -07:00
/*
* Copyright (c) 2023 lax1dude. All Rights Reserved.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
#ifdef LIB_INCLUDE_WAVING_BLOCKS_FUNCTION
#ifndef _HAS_INCLUDED_WAVING_BLOCKS
#define _HAS_INCLUDED_WAVING_BLOCKS
#define _WAVING_BLOCK_TYPE_LEAF_BLOCK 1
#define _WAVING_BLOCK_TYPE_LEAF_BLOCK_F 1.0
#define _WAVING_BLOCK_TYPE_TALL_GRASS 2
#define _WAVING_BLOCK_TYPE_TALL_GRASS_F 2.0
#define _WAVING_BLOCK_TYPE_CROPS 3
#define _WAVING_BLOCK_TYPE_CROPS_F 3.0
#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM 4
#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM_F 4.0
#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP 5
#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP_F 5.0
#define _WAVING_BLOCK_TYPE_PLANT 6
#define _WAVING_BLOCK_TYPE_PLANT_F 6.0
#define _WAVING_BLOCK_TYPE_SUGARCANE 7
#define _WAVING_BLOCK_TYPE_SUGARCANE_F 7.0
#define _WAVING_BLOCK_TYPE_VINES 8
#define _WAVING_BLOCK_TYPE_VINES_F 8.0
#define _WAVING_BLOCK_TYPE_WATER_STILL 9
#define _WAVING_BLOCK_TYPE_WATER_STILL_F 9.0
#define _WAVING_BLOCK_TYPE_WATER_FLOW 10
#define _WAVING_BLOCK_TYPE_WATER_FLOW_F 10.0
#define _WAVING_BLOCK_TYPE_LILYPAD 11
#define _WAVING_BLOCK_TYPE_LILYPAD_F 11.0
#define _WAVING_BLOCK_TYPE_FIRE_FLOOR 12
#define _WAVING_BLOCK_TYPE_FIRE_FLOOR_F 12.0
#define _WAVING_BLOCK_TYPE_FIRE_WALL 13
#define _WAVING_BLOCK_TYPE_FIRE_WALL_F 13.0
// ignore wall fire for now, they clip
#define _WAVING_BLOCK_MIN _WAVING_BLOCK_TYPE_LEAF_BLOCK_F
#define _WAVING_BLOCK_MAX _WAVING_BLOCK_TYPE_FIRE_FLOOR_F
#ifndef FAKE_SIN
#error the FAKE_SIN function must be defined to use waving blocks
#endif
#define _WAVING_BLOCK_COORD_DERIVE_HACK 0.001
#define _WAVING_BLOCK_COORD_DERIVE_HACK_05 0.0005
#define _WAVING_BLOCK_COORD_DERIVE_HACK_INV 1000.0
vec3 _computeWavingBlockNoise(in vec3 pos, in vec3 amp1, in float timer) {
float fac, fac2;
fac = dot(vec4(pos, timer), vec4(0.5, 0.5, 0.5, 0.0027));
FAKE_SIN(fac, fac2)
fac2 *= 0.04;
fac2 += 0.04;
vec3 vf0, d0;
vf0 = timer * vec3(0.0127, 0.0089, 0.0114);
FAKE_SIN(vf0, d0);
d0.xyz += d0.yzx;
d0.xyz += timer * vec3(0.0063, 0.0224, 0.0015);
d0.y += pos.z;
d0.xz += pos.y;
d0.xz += pos.zx;
d0.xz -= pos.xz;
vec3 ret;
FAKE_SIN(d0, ret)
ret *= fac2;
return ret * amp1;
}
vec3 _computeWavingBlockNoise(in vec3 pos, in vec3 vf_a, in vec3 vf_b, in vec3 amp1, in vec3 amp2, in float timer) {
float fac, fac2;
fac = dot(vec4(pos, timer), vec4(0.5, 0.5, 0.5, 0.0027));
FAKE_SIN(fac, fac2)
fac2 *= 0.04;
fac2 += 0.04;
vec3 vf0, d0;
vf0 = timer * vec3(0.0127, 0.0089, 0.0114);
FAKE_SIN(vf0, d0);
d0.xyz += d0.yzx;
d0.xyz += timer * vec3(0.0063, 0.0224, 0.0015);
d0.y += pos.z;
d0.xz += pos.y;
d0.xz += pos.zx;
d0.xz -= pos.xz;
vec3 ret;
FAKE_SIN(d0, ret)
ret *= fac2;
vec3 move = ret * amp1;
vec3 pos2 = move + pos;
fac = dot(vec4(pos2, timer), vec4(0.5, 0.5, 0.5, 0.0027));
FAKE_SIN(fac, fac2)
fac2 *= 0.04;
fac2 += 0.04;
vf0 = timer * vf_a;
FAKE_SIN(vf0, d0);
d0.xyz += d0.yzx;
d0.xyz += timer * vf_b;
d0.y += pos2.z;
d0.xz += pos2.y;
d0.xz += pos2.zx;
d0.xz -= pos2.xz;
FAKE_SIN(d0, ret)
ret *= fac2;
move += ret * amp2;
return move;
}
vec3 _computeWavingBlockById(in vec3 realPos, in vec3 referencePos, in vec4 wavingBlockParam, in float type) {
int typeInt = int(type);
highp float refY, fractY1, fractY2;
refY = referencePos.y;
switch(typeInt) {
case _WAVING_BLOCK_TYPE_CROPS:
refY += 0.0625625;
case _WAVING_BLOCK_TYPE_TALL_GRASS:
case _WAVING_BLOCK_TYPE_PLANT:
case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM:
case _WAVING_BLOCK_TYPE_FIRE_FLOOR:
// check if it is the bottom half of the block,
// if vertex is at Y = 0.0 then don't offset
fractY1 = fract(refY + _WAVING_BLOCK_COORD_DERIVE_HACK_05);
fractY2 = fract(refY - _WAVING_BLOCK_COORD_DERIVE_HACK_05);
if(fractY2 > fractY1) {
return vec3(0.0);
}
default:
break;
}
vec3 ret = vec3(0.0);
switch(typeInt) {
case _WAVING_BLOCK_TYPE_LEAF_BLOCK:
ret = _computeWavingBlockNoise(
referencePos,
vec3(0.0040, 0.0064, 0.0043),
vec3(0.0035, 0.0037, 0.0041),
vec3(1.0, 0.2, 1.0),
vec3(0.5, 0.1, 0.5),
wavingBlockParam.y);
break;
case _WAVING_BLOCK_TYPE_TALL_GRASS:
case _WAVING_BLOCK_TYPE_CROPS:
ret = _computeWavingBlockNoise(
referencePos,
vec3(1.0, 0.2, 1.0),
wavingBlockParam.y);
break;
case _WAVING_BLOCK_TYPE_PLANT:
case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM:
case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP:
ret = _computeWavingBlockNoise(
referencePos,
vec3(0.0041, 0.007, 0.0044),
vec3(0.0038, 0.024, 0.0),
vec3(0.8, 0.0, 0.8),
vec3(0.4, 0.0, 0.4),
wavingBlockParam.y);
break;
case _WAVING_BLOCK_TYPE_SUGARCANE:
ret = _computeWavingBlockNoise(
referencePos,
vec3(0.3, 0.0, 0.3),
wavingBlockParam.y);
break;
case _WAVING_BLOCK_TYPE_VINES:
ret = _computeWavingBlockNoise(
referencePos,
vec3(0.0040, 0.0064, 0.0043),
vec3(0.0035, 0.0037, 0.0041),
vec3(0.5, 0.3, 0.5),
vec3(0.25, 0.2, 0.25),
wavingBlockParam.y);
break;
case _WAVING_BLOCK_TYPE_WATER_STILL:
break;
case _WAVING_BLOCK_TYPE_WATER_FLOW:
break;
case _WAVING_BLOCK_TYPE_FIRE_FLOOR:
ret = _computeWavingBlockNoise(
referencePos,
vec3(0.0105, 0.0096, 0.0087),
vec3(0.0063, 0.0097, 0.0156),
vec3(1.2, 0.4, 1.2),
vec3(0.8, 0.8, 0.8),
wavingBlockParam.y);
break;
default:
break;
}
return ret;
}
#define COMPUTE_WAVING_BLOCKS(pos4f, amount, range, block1f, modelMatrix, viewMatrix, modelViewMatrix, wavingBlockOffset, wavingBlockParam)\
if(block1f >= _WAVING_BLOCK_MIN && block1f <= _WAVING_BLOCK_MAX) {\
pos4f = modelMatrix * pos4f;\
pos4f.xyz /= pos4f.w;\
pos4f.w = 1.0;\
if(dot(pos4f.xyz, pos4f.xyz) < range * range) {\
pos4f.xyz += _computeWavingBlockById(pos4f.xyz, pos4f.xyz + wavingBlockOffset, wavingBlockParam, block1f) * amount * 0.5;\
}\
pos4f = viewMatrix * pos4f;\
}else {\
pos4f = modelViewMatrix * pos4f;\
}
#endif
#endif