Improved island generation

This commit is contained in:
Harrison Corlett 2026-09-17 11:31:52 +01:00
parent 8c301d0ac1
commit 4565188f15
5 changed files with 91 additions and 126 deletions

View file

@ -102,11 +102,16 @@ void main() {
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
float islandheight = valueNoise(vec2(worldPos.z, worldPos.x) * 0.005) * 100 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 20 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5 - 15;
float YZone = floor(worldPos.y/150.0)*150.0;
float islandheight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 20 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 - 15 + YZone;
float height = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.01) * 10 + valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 + YZone;
float height = valueNoise(vec2(worldPos.x, worldPos.z) * 0.005) * 100 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.01) * 10 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5;
float height2 = valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.01) * 10 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 5+ valueNoise(vec2(-worldPos.x, -worldPos.z)) * 0.5 + 100;
float islandheight2 = 100 + valueNoise(vec2(-worldPos.z, -worldPos.x) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 20 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5 - 5;
float YZone2 = floor(worldPos.y/75.0)*75.0;
float islandheight2 = valueNoise(vec2(worldPos.x - YZone2 * 2, worldPos.z -YZone2 * 2) * 0.005) * 60 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 20 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 10+ valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2)) * 0.5 - 5 + YZone2;
float height2 = valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.005) * 50 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.01) * 10 + valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2) * 0.1) * 5+ valueNoise(vec2(worldPos.x + YZone2 * 2, worldPos.z + YZone2 * 2)) * 0.5 + YZone2;
//float height2 = valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.01) * 10 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 5+ valueNoise(vec2(-worldPos.x, -worldPos.z)) * 0.5 + 100;
//float islandheight2 = 100 + valueNoise(vec2(-worldPos.z, -worldPos.x) * 0.005) * 100 + valueNoise(vec2(-worldPos.x, -worldPos.z) * 0.1) * 20 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5 - 5;
//height = clamp(height, 4.0, 28.0);
uint voxelType = 0u;
@ -114,14 +119,14 @@ void main() {
float depthBelowSurface = height - float(worldPos.y);
if (depthBelowSurface < 1.5) {
voxelType = 1u; // Grass/topsoil
voxelType = 1u; // Grass
} else if (depthBelowSurface < 5.0) {
voxelType = 2u; // Dirt
voxelType = 2u; // Dirt(also stone rn)
} else {
voxelType = 3u; // Stone
}
}
if(float(worldPos.y) <= height2 && float(worldPos.y) >= islandheight2){
else if (float(worldPos.y) <= height2 && float(worldPos.y) >= islandheight2) {
float depthBelowSurface = height2 - float(worldPos.y);
if (depthBelowSurface < 1.5) {