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author | Lars Hofhansl <larsh@apache.org> | 2019-11-19 19:42:52 -0800 |
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committer | Lars Hofhansl <larsh@apache.org> | 2019-11-19 19:42:52 -0800 |
commit | 60bff1e6cbf56e9a248bc4b0928dfc716cf04131 (patch) | |
tree | d7ca7c327f9c3a007c7e2eb97818603fccf75802 /client/shaders/nodes_shader/opengl_vertex.glsl | |
parent | b3c245bb46890d2355ba6456062db65eda475e28 (diff) | |
download | minetest-60bff1e6cbf56e9a248bc4b0928dfc716cf04131.tar.gz minetest-60bff1e6cbf56e9a248bc4b0928dfc716cf04131.tar.bz2 minetest-60bff1e6cbf56e9a248bc4b0928dfc716cf04131.zip |
Waves generated with Perlin-type noise #8994
Diffstat (limited to 'client/shaders/nodes_shader/opengl_vertex.glsl')
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 59 |
1 files changed, 53 insertions, 6 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index bbf7b1d65..f56aaefaa 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -46,6 +46,43 @@ float smoothTriangleWave(float x) return smoothCurve(triangleWave(x)) * 2.0 - 1.0; } +#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 + +// +// Simple, fast noise function. +// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 +// +vec4 perm(vec4 x) +{ + return mod(((x * 34.0) + 1.0) * x, 289.0); +} + +float snoise(vec3 p) +{ + vec3 a = floor(p); + vec3 d = p - a; + d = d * d * (3.0 - 2.0 * d); + + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); + + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); + + return o4.y * d.y + o4.x * (1.0 - d.y); +} + +#endif void main(void) { @@ -65,7 +102,8 @@ void main(void) float disp_x; float disp_z; -#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) +#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || \ + (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) vec4 pos2 = mWorld * gl_Vertex; float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002; disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) + @@ -75,12 +113,22 @@ float disp_z; smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5; #endif + worldPosition = (mWorld * gl_Vertex).xyz; -#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 +#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 + // Generate waves with Perlin-type noise. + // The constants are calibrated such that they roughly + // correspond to the old sine waves. vec4 pos = gl_Vertex; - pos.y -= 2.0; - float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); - pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; + vec3 wavePos = worldPosition + cameraOffset; + // The waves are slightly compressed along the z-axis to get + // wave-fronts along the x-axis. + wavePos.x /= WATER_WAVE_LENGTH * 3; + wavePos.z /= WATER_WAVE_LENGTH * 2; + wavePos.z += animationTimer * WATER_WAVE_SPEED * 10; + pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES vec4 pos = gl_Vertex; @@ -101,7 +149,6 @@ float disp_z; vPosition = gl_Position.xyz; - worldPosition = (mWorld * gl_Vertex).xyz; // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0, 0.0), vPosition); |