Improved island generation
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8c301d0ac1
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4565188f15
5 changed files with 91 additions and 126 deletions
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@ -102,11 +102,16 @@ void main() {
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ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
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ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
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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;
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float YZone = floor(worldPos.y/150.0)*150.0;
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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;
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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;
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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;
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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;
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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;
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float YZone2 = floor(worldPos.y/75.0)*75.0;
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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;
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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;
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//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;
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//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;
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//height = clamp(height, 4.0, 28.0);
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uint voxelType = 0u;
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@ -114,14 +119,14 @@ void main() {
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float depthBelowSurface = height - float(worldPos.y);
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if (depthBelowSurface < 1.5) {
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voxelType = 1u; // Grass/topsoil
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voxelType = 1u; // Grass
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} else if (depthBelowSurface < 5.0) {
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voxelType = 2u; // Dirt
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voxelType = 2u; // Dirt(also stone rn)
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} else {
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voxelType = 3u; // Stone
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}
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}
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if(float(worldPos.y) <= height2 && float(worldPos.y) >= islandheight2){
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else if (float(worldPos.y) <= height2 && float(worldPos.y) >= islandheight2) {
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float depthBelowSurface = height2 - float(worldPos.y);
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if (depthBelowSurface < 1.5) {
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