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@@ -46,6 +46,43 @@ float smoothTriangleWave(float x) |
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0; |
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} |
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \ |
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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \ |
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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER |
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// |
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// Simple, fast noise function. |
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// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 |
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// |
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vec4 perm(vec4 x) |
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{ |
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return mod(((x * 34.0) + 1.0) * x, 289.0); |
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} |
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float snoise(vec3 p) |
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{ |
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vec3 a = floor(p); |
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vec3 d = p - a; |
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d = d * d * (3.0 - 2.0 * d); |
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vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); |
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vec4 k1 = perm(b.xyxy); |
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vec4 k2 = perm(k1.xyxy + b.zzww); |
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vec4 c = k2 + a.zzzz; |
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vec4 k3 = perm(c); |
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vec4 k4 = perm(c + 1.0); |
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vec4 o1 = fract(k3 * (1.0 / 41.0)); |
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vec4 o2 = fract(k4 * (1.0 / 41.0)); |
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vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); |
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vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); |
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return o4.y * d.y + o4.x * (1.0 - d.y); |
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} |
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#endif |
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void main(void) |
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{ |
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@@ -65,7 +102,8 @@ void main(void) |
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float disp_x; |
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float disp_z; |
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) |
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || \ |
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(MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) |
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vec4 pos2 = mWorld * gl_Vertex; |
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float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002; |
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disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) + |
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@@ -75,12 +113,22 @@ float disp_z; |
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5; |
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#endif |
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worldPosition = (mWorld * gl_Vertex).xyz; |
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER |
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \ |
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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \ |
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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER |
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// Generate waves with Perlin-type noise. |
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// The constants are calibrated such that they roughly |
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// correspond to the old sine waves. |
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vec4 pos = gl_Vertex; |
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pos.y -= 2.0; |
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); |
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pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; |
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vec3 wavePos = worldPosition + cameraOffset; |
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// The waves are slightly compressed along the z-axis to get |
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// wave-fronts along the x-axis. |
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wavePos.x /= WATER_WAVE_LENGTH * 3; |
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wavePos.z /= WATER_WAVE_LENGTH * 2; |
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wavePos.z += animationTimer * WATER_WAVE_SPEED * 10; |
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pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5; |
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gl_Position = mWorldViewProj * pos; |
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES |
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vec4 pos = gl_Vertex; |
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@@ -101,7 +149,6 @@ float disp_z; |
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vPosition = gl_Position.xyz; |
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worldPosition = (mWorld * gl_Vertex).xyz; |
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// Don't generate heightmaps when too far from the eye |
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float dist = distance (vec3(0.0, 0.0, 0.0), vPosition); |
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