voxel biomes and CPU pushed blocks
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7fda2614d7
commit
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24 changed files with 1007 additions and 91 deletions
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resources/EngineResources/Texture/blueleaf_set.png
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resources/EngineResources/Texture/blueleaf_set.png
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resources/EngineResources/Texture/blueleaf_set_2.png
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resources/EngineResources/Texture/blueleaf_set_2.png
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resources/EngineResources/Texture/blueleaf_set_2_translucent.png
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resources/EngineResources/Texture/blueleaf_set_2_translucent.png
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resources/EngineResources/Texture/blueleaf_set_translucent.png
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resources/EngineResources/Texture/blueleaf_set_translucent.png
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resources/EngineResources/Texture/test_cube_translucency.png
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resources/EngineResources/Texture/test_cube_translucency.png
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@ -32,11 +32,26 @@ layout(std430, binding = 3) buffer Counters {
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uint faceCount;
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} counters;
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struct Voxel {
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uint MaterialIndex;
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uint BlockType;
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uvec2[2] UpIndex;
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uvec2[2] DownIndex;
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uvec2[2] NorthIndex;
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uvec2[2] SouthIndex;
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uvec2[2] EastIndex;
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uvec2[2] WestIndex;
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};
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layout(std430, set = 1, binding = 0) readonly buffer VoxelUniform {
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Voxel materials[];
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} voxelReg;
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layout(push_constant) uniform ChunkInfo {
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ivec3 chunkPos;
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int slot;
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uint faceOffset;
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uint unused0;
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uint voxelTypeCount;
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uint indirectCommandIndex;
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uint padding0;
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};
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@ -44,7 +59,10 @@ layout(push_constant) uniform ChunkInfo {
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uint flatten(ivec3 pos) {
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return uint((pos.x * CHUNK_AREA) + (pos.y * CHUNK_SIZE) + pos.z);
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}
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bool isSeeThrough(Voxel voxel, uint type) {
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if (type == 0u || voxel.BlockType == 3u || type > voxelTypeCount) return true;
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return voxelReg.materials[type - 1u].BlockType >= 1u;
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}
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uint getVoxel(ivec3 pos) {
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if (pos.x < 0 || pos.x >= CHUNK_SIZE) return 0u;
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if (pos.y < 0 || pos.y >= CHUNK_SIZE) return 0u;
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@ -58,7 +76,16 @@ uint hash21(uvec2 p) {
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p.y += p.x * 1664525u;
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return p.x ^ (p.x >> 16);
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}
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uint pcg_hash(uint seed) {
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uint state = seed * 747796405u + 289133645u;
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uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
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return (word >> 22u) ^ word;
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}
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uint randomRangeUint(uint seed, uint minVal, uint maxVal) {
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uint range = maxVal - minVal + 1u;
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return minVal + (pcg_hash(seed) % range);
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}
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uint random_1_to_3(vec2 uv, uint customSeed) {
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uvec2 p = uvec2(floatBitsToUint(uv.x), floatBitsToUint(uv.y));
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p.x ^= customSeed;
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@ -66,6 +93,31 @@ uint random_1_to_3(vec2 uv, uint customSeed) {
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return (randInt % 3u) + 1u;
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}
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uint packFace(uvec3 voxelPos, uint faceIndex, Voxel voxel) {
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uint randomSeed = uint(voxelPos.x) * 73856093u ^ uint(voxelPos.z) * 19349663u;
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uvec2 UpIndex = uvec2(randomRangeUint(randomSeed,voxel.UpIndex[0].x,voxel.UpIndex[1].x),randomRangeUint(randomSeed,voxel.UpIndex[0].y,voxel.UpIndex[1].y));
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uvec2 DownIndex = uvec2(randomRangeUint(randomSeed,voxel.DownIndex[0].x,voxel.DownIndex[1].x),randomRangeUint(randomSeed,voxel.DownIndex[0].y,voxel.DownIndex[1].y));
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uvec2 NorthIndex = uvec2(randomRangeUint(randomSeed,voxel.NorthIndex[0].x,voxel.NorthIndex[1].x),randomRangeUint(randomSeed,voxel.NorthIndex[0].y,voxel.NorthIndex[1].y));
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uvec2 SouthIndex = uvec2(randomRangeUint(randomSeed,voxel.SouthIndex[0].x,voxel.SouthIndex[1].x),randomRangeUint(randomSeed,voxel.SouthIndex[0].y,voxel.SouthIndex[1].y));
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uvec2 EastIndex = uvec2(randomRangeUint(randomSeed,voxel.EastIndex[0].x,voxel.EastIndex[1].x),randomRangeUint(randomSeed,voxel.EastIndex[0].y,voxel.EastIndex[1].y));
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uvec2 WestIndex = uvec2(randomRangeUint(randomSeed,voxel.WestIndex[0].x,voxel.WestIndex[1].x),randomRangeUint(randomSeed,voxel.WestIndex[0].y,voxel.WestIndex[1].y));
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uvec2 textureIndices[8] = uvec2[8](UpIndex, DownIndex, NorthIndex,
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SouthIndex, EastIndex, WestIndex, NorthIndex,SouthIndex);
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uvec2 tex = textureIndices[faceIndex];
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uint textureIndexX = tex.x;
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uint textureIndexY = tex.y;
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uint materialId = voxel.MaterialIndex;
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return (voxelPos.x & 0xFu) |
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((voxelPos.y & 0xFu) << 4u) |
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((voxelPos.z & 0xFu) << 8u) |
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((faceIndex & 0x7u) << 12u) |
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((materialId & 0x7FFu) << 15u) |
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((textureIndexX & 0x7u) << 26u) |
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((textureIndexY & 0x7u) << 29u);
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}
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uint packFace(uvec3 voxelPos, uint faceIndex, uint materialId) {
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uint randomFaceValue = random_1_to_3(vec2(voxelPos.x, voxelPos.z),faceOffset);
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uint textureIndexX = 0u;
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@ -107,23 +159,28 @@ uint packFace(uvec3 voxelPos, uint faceIndex, uint materialId) {
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textureIndexY = 0u;
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}
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return (voxelPos.x & 0x1Fu) |
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((voxelPos.y & 0x1Fu) << 5u) |
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((voxelPos.z & 0x1Fu) << 10u) |
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((faceIndex & 0x7u) << 15u) |
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((materialId & 0xFFu) << 18u) |
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return (voxelPos.x & 0xFu) |
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((voxelPos.y & 0xFu) << 4u) |
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((voxelPos.z & 0xFu) << 8u) |
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((faceIndex & 0x7u) << 12u) |
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((materialId & 0x7FFu) << 15u) |
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((textureIndexX & 0x7u) << 26u) |
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((textureIndexY & 0x7u) << 29u);
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}
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void emitFace(ivec3 voxelPos, uint faceIndex, uint voxelType) {
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if (voxelType == 0u || voxelType > voxelTypeCount) {
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return;
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}
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uint localFace = atomicAdd(counters.faceCount, 1u);
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if (localFace >= MAX_VISIBLE_FACES_PER_CHUNK) {
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return;
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}
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faces[faceOffset + localFace] = packFace(uvec3(voxelPos), faceIndex, voxelType);
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Voxel voxel = voxelReg.materials[voxelType - 1u];
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faces[faceOffset + localFace] = packFace(uvec3(voxelPos), faceIndex, voxel);
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atomicAdd(drawCmds[indirectCommandIndex].vertexCount, VERTICES_PER_FACE);
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}
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@ -136,21 +193,20 @@ void main() {
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}
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uint current = getVoxel(pos);
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if (current == 0u) {
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if (current == 0u || current > voxelTypeCount) {
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return;
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}
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if (current == 4u) {
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Voxel voxel = voxelReg.materials[current - 1u];
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if (voxel.BlockType == 1u) {
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emitFace(pos, 6u, current);
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emitFace(pos, 7u, current);
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return;
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}
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if (getVoxel(pos + ivec3( 0, 1, 0)) == 0u || getVoxel(pos + ivec3( 0, 1, 0)) == 4u) emitFace(pos, 0u, current);
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if (getVoxel(pos + ivec3( 0, -1, 0)) == 0u || getVoxel(pos + ivec3( 0, -1, 0)) == 4u) emitFace(pos, 1u, current);
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if (getVoxel(pos + ivec3( 1, 0, 0)) == 0u || getVoxel(pos + ivec3( 1, 0, 0)) == 4u) emitFace(pos, 2u, current);
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if (getVoxel(pos + ivec3(-1, 0, 0)) == 0u || getVoxel(pos + ivec3( -1, 0, 0)) == 4u) emitFace(pos, 3u, current);
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if (getVoxel(pos + ivec3( 0, 0, 1)) == 0u|| getVoxel(pos + ivec3( 0, 0, 1)) == 4u) emitFace(pos, 4u, current);
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if (getVoxel(pos + ivec3( 0, 0, -1)) == 0u || getVoxel(pos + ivec3( 0, 0, -1)) == 4u) emitFace(pos, 5u, current);
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if (isSeeThrough(voxel,getVoxel(pos + ivec3( 0, 1, 0)))) emitFace(pos, 0u, current);
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if (isSeeThrough(voxel,getVoxel(pos + ivec3( 0, -1, 0)))) emitFace(pos, 1u, current);
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if (isSeeThrough(voxel,getVoxel(pos + ivec3( 1, 0, 0)))) emitFace(pos, 2u, current);
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if (isSeeThrough(voxel,getVoxel(pos + ivec3(-1, 0, 0)))) emitFace(pos, 3u, current);
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if (isSeeThrough(voxel,getVoxel(pos + ivec3( 0, 0, 1)))) emitFace(pos, 4u, current);
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if (isSeeThrough(voxel,getVoxel(pos + ivec3( 0, 0, -1)))) emitFace(pos, 5u, current);
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}
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@ -8,6 +8,19 @@ const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
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layout(std430, binding = 0) buffer VoxelData {
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uint voxels[];
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};
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struct Biome {
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uint surfaceBlock;
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uint dirtBlock;
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uint stoneBlock;
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uint grassFoliage;
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uint[4] flowers;
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uint[4] tallBlocks;
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uint[4] otherFoliage;
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};
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layout(std430, set = 1, binding = 0) readonly buffer BiomeUniform {
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Biome biomes[];
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} BiomeReg;
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layout(push_constant) uniform ChunkInfo {
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ivec3 chunkPos;
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@ -15,15 +28,8 @@ layout(push_constant) uniform ChunkInfo {
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uint faceOffset;
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uint unused0;
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uint indirectCommandIndex;
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uint padding0;
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uint biomeCount;
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};
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vec3 random3(vec3 st) {
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return fract(sin(vec3(
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dot(st, vec3(127.1, 311.7, 74.7)),
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dot(st, vec3(269.5, 183.3, 246.1)),
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dot(st, vec3(113.5, 271.9, 124.6))
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)) * 43758.5453123);
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}
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float random3to1(vec3 st) {
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return fract(sin(dot(st, vec3(127.1, 311.7, 74.7))) * 43758.5453123);
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@ -88,6 +94,29 @@ float valueNoise(vec2 st) {
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(c - a) * u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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uint pcg_hash(uint seed) {
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uint state = seed * 747796405u + 289133645u;
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uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
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return (word >> 22u) ^ word;
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}
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uint randomRangeUint(uint seed, uint minVal, uint maxVal) {
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uint range = maxVal - minVal + 1u;
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return minVal + (pcg_hash(seed) % range);
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}
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uint GetBiome(vec3 worldPos, uint MaxBiomes) {
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if (MaxBiomes == 0u) return 0u;
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vec3 X = vec3(worldPos);
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X = mat3(
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0.788675134594813, -0.211324865405187, -0.577350269189626,
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-0.211324865405187, 0.788675134594813, -0.577350269189626,
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0.577350269189626, 0.577350269189626, 0.577350269189626) * X;
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float n = clamp(cubicNoise(X), 0.0, 0.9999);
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uint Biome = uint(floor(n * float(MaxBiomes)));
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return min(Biome, MaxBiomes - 1u);
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}
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bool isCave(vec3 worldPos) {
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vec3 X = vec3(worldPos);
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X = mat3(
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@ -101,33 +130,41 @@ bool isCave(vec3 worldPos) {
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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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uint biome = GetBiome(vec3(worldPos.z, worldPos.y, worldPos.x) * 0.05, biomeCount);
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Biome currentBiome = BiomeReg.biomes[biome];
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float YZone = floor(worldPos.y/150.0)*150.0;
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float SurfaceHeight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 +
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float SurfaceHeight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 +
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valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.01) * 10 +
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valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5 +
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valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 + YZone;
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uint RandomBlockVal = randomRangeUint(uint(worldPos.x) * 73856093u ^ uint(worldPos.z) * 19349663u,0u ,3u);
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float IslandUnderneathHeight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 +
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valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 20 +
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valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5 +
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valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 - 15 + YZone;
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float grassNoise = valueNoise(vec2(worldPos.z + YZone * 2, worldPos.x + YZone * 2));
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float grassNoise = valueNoise(vec2(worldPos.z * 0.5 - YZone * 2, worldPos.x * 0.5 - YZone * 2));
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uint voxelType = 0u;
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if (float(worldPos.y) <= SurfaceHeight && float(worldPos.y) >= IslandUnderneathHeight) {
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float depthBelowSurface = SurfaceHeight - float(worldPos.y);
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if (depthBelowSurface < 0.5) {
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if(grassNoise < 0.65) voxelType = 4u; // Grass foliage
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if(grassNoise < 0.65) voxelType = currentBiome.grassFoliage; // Grass foliage
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else if (grassNoise < 0.75) voxelType = currentBiome.flowers[RandomBlockVal];
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else if (grassNoise < 0.85) voxelType = currentBiome.otherFoliage[RandomBlockVal];
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else voxelType = 0u;
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}else if (depthBelowSurface < 2.5) {
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voxelType = 1u; // Grass
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voxelType = currentBiome.surfaceBlock; // Grass
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} else if (depthBelowSurface < 6.0) {
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voxelType = 2u; // Dirt(also stone rn)
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voxelType = currentBiome.dirtBlock; // Dirt(also stone rn)
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} else {
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voxelType = 3u; // Stone
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voxelType = currentBiome.stoneBlock; // Stone
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}
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}
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else{
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@ -145,14 +182,16 @@ void main() {
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float depthBelowSurface = height2 - float(worldPos.y);
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if (depthBelowSurface < 0.5) {
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if (grassNoise < 0.65) voxelType = 4u; // Grass foliage
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if (grassNoise < 0.65) voxelType = currentBiome.grassFoliage; // Grass foliage
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else if (grassNoise < 0.75) voxelType = currentBiome.flowers[RandomBlockVal];
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else if (grassNoise < 0.85) voxelType = currentBiome.otherFoliage[RandomBlockVal];
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else voxelType = 0u;
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} else if (depthBelowSurface < 1.5) {
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voxelType = 1u; // Grass
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voxelType = currentBiome.surfaceBlock; // Grass
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} else if (depthBelowSurface < 6.0) {
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voxelType = 2u; // Dirt(also stone rn)
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voxelType = currentBiome.dirtBlock; // Dirt(also stone rn)
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} else {
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voxelType = 3u; // Stone
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voxelType = currentBiome.stoneBlock; // Stone
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}
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}
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}
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88
resources/EngineResources/shaders/packed_scene_fragment.glsl
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88
resources/EngineResources/shaders/packed_scene_fragment.glsl
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@ -0,0 +1,88 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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const int MAX_TEXTURES = 128;
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layout(location = 0) in vec4 inPos;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inTangent;
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layout(location = 3) in vec3 inBitangent;
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layout(location = 4) in vec2 inTextCoords;
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layout(location = 5) in mat4 viewMatrix;
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layout(location = 9) in flat uint textureIndex;
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layout(location = 0) out vec4 outAlbedo;
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layout(location = 1) out vec4 outViewPos;
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struct Material {
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vec4 diffuseColor; //16
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uint hasTexture; //20
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uint textureIdx; //24
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uint hasNormalMap; //28
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uint normalMapIdx; //32
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uint hasRoughMap; //36
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uint roughMapIdx; //40
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float roughnessFactor; //44
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float metallicFactor; //48
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vec4 emissiveColour; //64
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uint hasEmissiveMap; //68
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uint emissiveMapIdx; //72
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uint hasTranslucencyMap; //76
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uint translucencyMapIdx; //80
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float translucencyFactor; //84
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uint hasOpacityMap; //88
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uint OpacityMapIdx; //92
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float OpacityFactor; //96
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float reflectiveness; //100
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float refractiveness; //104
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float Padding1; //108
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float Padding2; //112
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};
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layout(set = 2, binding = 0) readonly buffer MaterialUniform{
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Material materials[];
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} matUniform;
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layout(set = 3, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
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layout(push_constant) uniform pc{
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layout(offset = 64) uint materialIdx;
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} push_constants;
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||||
|
||||
void main()
|
||||
{
|
||||
vec4 viewPos = vec4(viewMatrix * inPos);
|
||||
outViewPos = viewPos;
|
||||
|
||||
Material material = matUniform.materials[textureIndex];
|
||||
|
||||
uint albedoTextureIndex = material.textureIdx;
|
||||
if (albedoTextureIndex >= MAX_TEXTURES){
|
||||
outAlbedo = vec4(0.0,0.0,1.0,1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
if(material.hasTexture == 1){
|
||||
vec4 texColor = texture(textSampler[nonuniformEXT(albedoTextureIndex)], inTextCoords);
|
||||
outAlbedo = texColor;
|
||||
} else{
|
||||
outAlbedo = material.diffuseColor;
|
||||
}
|
||||
|
||||
vec4 Opacity = vec4(outAlbedo.a, outAlbedo.a, outAlbedo.a, 1.0);
|
||||
|
||||
if (material.OpacityFactor > 0.0 && material.OpacityFactor < 1.0) {
|
||||
Opacity = vec4(material.OpacityFactor, material.OpacityFactor, material.OpacityFactor, 1.0);
|
||||
}
|
||||
|
||||
if (material.hasOpacityMap > 0 && material.OpacityMapIdx < MAX_TEXTURES) {
|
||||
Opacity = texture(textSampler[nonuniformEXT(material.OpacityMapIdx)], inTextCoords);
|
||||
}
|
||||
|
||||
float opacityf = Opacity.x + Opacity.y + Opacity.z;
|
||||
opacityf = opacityf / 3;
|
||||
if(opacityf < 0.4){ discard; }
|
||||
|
||||
outAlbedo = vec4(outAlbedo.rgb, opacityf);
|
||||
}
|
||||
|
|
@ -0,0 +1,149 @@
|
|||
#version 450
|
||||
#extension GL_EXT_nonuniform_qualifier : require
|
||||
|
||||
const int MAX_TEXTURES = 128;
|
||||
|
||||
|
||||
layout(location = 0) in vec4 inPos;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
layout(location = 2) in vec3 inTangent;
|
||||
layout(location = 3) in vec3 inBitangent;
|
||||
layout(location = 4) in vec2 inTextCoords;
|
||||
layout(location = 5) in mat4 viewMatrix;
|
||||
layout(location = 9) in flat uint MaterialID;
|
||||
|
||||
layout(location = 1) out vec4 outAlbedo ;
|
||||
layout(location = 0) out vec4 outPos;
|
||||
layout(location = 2) out vec4 outNormal;
|
||||
layout(location = 3) out vec4 outPBR;
|
||||
layout(location = 4) out vec4 outEmissive;
|
||||
layout(location = 5) out vec4 outTranslucency;
|
||||
layout(location = 6) out vec4 outOpacity;
|
||||
layout(location = 7) out vec4 outViewPos;
|
||||
|
||||
struct Material {
|
||||
vec4 diffuseColor; //16
|
||||
uint hasTexture; //20
|
||||
uint textureIdx; //24
|
||||
uint hasNormalMap; //28
|
||||
uint normalMapIdx; //32
|
||||
uint hasRoughMap; //36
|
||||
uint roughMapIdx; //40
|
||||
float roughnessFactor; //44
|
||||
float metallicFactor; //48
|
||||
vec4 emissiveColour; //64
|
||||
uint hasEmissiveMap; //68
|
||||
uint emissiveMapIdx; //72
|
||||
uint hasTranslucencyMap; //76
|
||||
uint translucencyMapIdx; //80
|
||||
float translucencyFactor; //84
|
||||
uint hasOpacityMap; //88
|
||||
uint OpacityMapIdx; //92
|
||||
float OpacityFactor; //96
|
||||
float reflectiveness; //100
|
||||
float refractiveness; //104
|
||||
float Padding1; //108
|
||||
float Padding2; //112
|
||||
};
|
||||
layout(set = 2, binding = 0) readonly buffer MaterialUniform {
|
||||
Material materials[];
|
||||
} matUniform;
|
||||
layout(set = 3, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
|
||||
|
||||
vec3 calcNormal(Material material, vec3 normal, vec2 textCoords, mat3 TBN)
|
||||
{
|
||||
vec3 newNormal = normal;
|
||||
if (material.hasNormalMap > 0 && material.normalMapIdx < MAX_TEXTURES)
|
||||
{
|
||||
newNormal = texture(textSampler[nonuniformEXT(material.normalMapIdx)], textCoords).rgb;
|
||||
newNormal = normalize(newNormal * 2.0 - 1.0);
|
||||
newNormal = normalize(TBN * newNormal);
|
||||
}
|
||||
return newNormal;
|
||||
}
|
||||
|
||||
layout(push_constant) uniform pc {
|
||||
layout(offset = 64) uint materialIdx;
|
||||
} push_constants;
|
||||
|
||||
void main()
|
||||
{
|
||||
outPos = inPos;
|
||||
|
||||
vec4 viewPos = vec4(viewMatrix * vec4(inPos.xyz, 1.0));
|
||||
outViewPos = viewPos;
|
||||
|
||||
Material material = matUniform.materials[MaterialID];
|
||||
|
||||
uint albedoTextureIndex = material.textureIdx;
|
||||
if (albedoTextureIndex >= MAX_TEXTURES) {
|
||||
outAlbedo = vec4(0.0,0.0,1.0,1.0);
|
||||
outOpacity = vec4(0.0,0.0,1.0,1.0);
|
||||
outNormal = vec4(0.0,0.0,1.0,1.0);
|
||||
outEmissive = vec4(0.0,0.0,1.0,1.0);
|
||||
outTranslucency = vec4(0.0,0.0,1.0,1.0);
|
||||
outPBR = vec4(0.0,0.0,1.0,1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (material.hasTexture == 1) {
|
||||
outAlbedo = texture(textSampler[nonuniformEXT(albedoTextureIndex)], inTextCoords);
|
||||
} else {
|
||||
outAlbedo = material.diffuseColor;
|
||||
}
|
||||
|
||||
vec4 Opacity = vec4(outAlbedo.a, outAlbedo.a, outAlbedo.a, 1.0);
|
||||
|
||||
if (material.OpacityFactor > 0.0 && material.OpacityFactor < 1.0) {
|
||||
Opacity = vec4(material.OpacityFactor, material.OpacityFactor, material.OpacityFactor, 1.0);
|
||||
}
|
||||
|
||||
if (material.hasOpacityMap > 0 && material.OpacityMapIdx < MAX_TEXTURES) {
|
||||
outOpacity = texture(textSampler[nonuniformEXT(material.OpacityMapIdx)], inTextCoords);
|
||||
} else {
|
||||
outOpacity = Opacity;
|
||||
}
|
||||
|
||||
Opacity = outOpacity;
|
||||
|
||||
float opacityf = Opacity.x + Opacity.y + Opacity.z;
|
||||
opacityf = opacityf / 3;
|
||||
|
||||
outAlbedo = vec4(outAlbedo.rgb, opacityf);
|
||||
|
||||
if(outAlbedo.a < 0.5) discard;
|
||||
|
||||
mat3 TBN = mat3(inTangent, inBitangent, inNormal);
|
||||
vec3 newNormal = calcNormal(material, inNormal, inTextCoords, TBN);
|
||||
|
||||
float ao = 0.5f;
|
||||
float roughnessFactor = 0.0f;
|
||||
float metallicFactor = 0.0f;
|
||||
|
||||
if (material.hasRoughMap > 0 && material.roughMapIdx < MAX_TEXTURES) {
|
||||
vec4 metRoughValue = texture(textSampler[nonuniformEXT(material.roughMapIdx)], inTextCoords);
|
||||
roughnessFactor = metRoughValue.g;
|
||||
metallicFactor = metRoughValue.b;
|
||||
} else {
|
||||
roughnessFactor = material.roughnessFactor;
|
||||
metallicFactor = material.metallicFactor;
|
||||
}
|
||||
|
||||
vec4 emissive = material.emissiveColour;
|
||||
if (material.hasEmissiveMap > 0 && material.emissiveMapIdx < MAX_TEXTURES) {
|
||||
emissive = texture(textSampler[nonuniformEXT(material.emissiveMapIdx)], inTextCoords);
|
||||
}
|
||||
outEmissive = emissive;
|
||||
|
||||
vec4 Translucency = vec4(material.translucencyFactor, material.translucencyFactor, material.translucencyFactor, 1);
|
||||
if(material.hasTranslucencyMap > 0 && material.translucencyMapIdx < MAX_TEXTURES){
|
||||
Translucency = texture(textSampler[nonuniformEXT(material.translucencyMapIdx)], inTextCoords);
|
||||
}
|
||||
outTranslucency = Translucency;
|
||||
|
||||
float Refractiveness = material.refractiveness;
|
||||
float Reflectiveness = material.reflectiveness;
|
||||
|
||||
outNormal = vec4(newNormal, Refractiveness);
|
||||
outPBR = vec4(ao, roughnessFactor, metallicFactor, Reflectiveness);
|
||||
}
|
||||
|
|
@ -6,6 +6,7 @@ layout(location = 2) out vec3 outTangent;
|
|||
layout(location = 3) out vec3 outBitangent;
|
||||
layout(location = 4) out vec2 outTextCoords;
|
||||
layout(location = 5) out mat4 viewMatrix;
|
||||
layout(location = 9) out flat uint outMaterialID;
|
||||
|
||||
layout(set = 0, binding = 0) uniform ProjUniform { mat4 matrix; } projUniform;
|
||||
layout(set = 1, binding = 0) uniform ViewUniform { mat4 matrix; } viewUniform;
|
||||
|
|
@ -93,17 +94,13 @@ void main() {
|
|||
uint triangleVertex = (uint(gl_VertexIndex))% 6u;
|
||||
uint cornerIndex = TRI_TO_CORNER[triangleVertex];
|
||||
|
||||
//uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
|
||||
//uint triangleVertex = uint(gl_VertexIndex) % 6u;
|
||||
//uint cornerIndex = TRI_TO_CORNER[triangleVertex];
|
||||
|
||||
uint packedFace = faces[faceRecordIndex];
|
||||
|
||||
uint voxelX = packedFace & 0x1Fu;
|
||||
uint voxelY = (packedFace >> 5u) & 0x1Fu;
|
||||
uint voxelZ = (packedFace >> 10u) & 0x1Fu;
|
||||
uint faceId = (packedFace >> 15u) & 0x7u;
|
||||
uint matId = (packedFace >> 18u) & 0xFFu;
|
||||
uint voxelX = packedFace & 0xFu;
|
||||
uint voxelY = (packedFace >> 4u) & 0xFu;
|
||||
uint voxelZ = (packedFace >> 8u) & 0xFu;
|
||||
uint faceId = (packedFace >> 12u) & 0x7u;
|
||||
uint matId = (packedFace >> 15u) & 0x7FFu;
|
||||
uint texIdxX = (packedFace >> 26u) & 0x7u;
|
||||
uint texIdxY = (packedFace >> 29u) & 0x7u;
|
||||
|
||||
|
|
@ -111,7 +108,6 @@ void main() {
|
|||
vec2 scalar = vec2(1.0/4.0,1.0/4.0);
|
||||
|
||||
faceId = min(faceId, 7u);
|
||||
matId = min(matId, 4u);
|
||||
|
||||
vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
|
||||
vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
|
||||
|
|
@ -119,10 +115,14 @@ void main() {
|
|||
vec4 worldPosVec4 = vec4(worldPos, 1.0);
|
||||
|
||||
gl_Position = projUniform.matrix * viewUniform.matrix * worldPosVec4;
|
||||
|
||||
outPos = worldPosVec4;
|
||||
outNormal = NORMALS[faceId];
|
||||
outTangent = TANGENTS[faceId];
|
||||
outBitangent = BITANGENTS[faceId];
|
||||
outTextCoords = CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex] * scalar + texID;
|
||||
vec2 atlasSize = vec2(64, 64);
|
||||
vec2 texel = 0.5 / atlasSize;
|
||||
vec2 tileMin = vec2(texIdxX, texIdxY) * scalar + texel;
|
||||
vec2 tileMax = vec2(texIdxX + 1u, texIdxY + 1u) * scalar - texel;
|
||||
outTextCoords = mix(tileMin, tileMax, CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex]);
|
||||
outMaterialID = matId;
|
||||
}
|
||||
|
|
@ -17,6 +17,69 @@ layout(location = 1) out flat uint outMaterialIdx;
|
|||
|
||||
const uint TRI_TO_CORNER[6] = uint[6](0u, 1u, 2u, 0u, 2u, 3u);
|
||||
|
||||
const vec3 NORMALS[8] = vec3[8](
|
||||
vec3( 0.0, 1.0, 0.0), // Face 0 (+Y)
|
||||
vec3( 0.0, -1.0, 0.0), // Face 1 (-Y)
|
||||
vec3( 1.0, 0.0, 0.0), // Face 2 (+X)
|
||||
vec3(-1.0, 0.0, 0.0), // Face 3 (-X)
|
||||
vec3( 0.0, 0.0, 1.0), // Face 4 (+Z)
|
||||
vec3( 0.0, 0.0, -1.0), // Face 5 (-Z)
|
||||
vec3(-0.7071, 0.0, 0.7071), // Face 6
|
||||
vec3( 0.7071, 0.0, 0.7071) // Face 7
|
||||
);
|
||||
|
||||
const vec3 TANGENTS[8] = vec3[8](
|
||||
vec3( 1.0, 0.0, 0.0), // Face 0
|
||||
vec3( 1.0, 0.0, 0.0), // Face 1
|
||||
vec3( 0.0, 0.0, -1.0), // Face 2
|
||||
vec3( 0.0, 0.0, 1.0), // Face 3
|
||||
vec3( 1.0, 0.0, 0.0), // Face 4
|
||||
vec3(-1.0, 0.0, 0.0), // Face 5
|
||||
vec3( 0.7071, 0.0, 0.7071), // Face 6
|
||||
vec3( 0.7071, 0.0,-0.7071) // Face 7
|
||||
);
|
||||
|
||||
const vec3 BITANGENTS[8] = vec3[8](
|
||||
vec3( 0.0, 0.0, 1.0), // Face 0
|
||||
vec3( 0.0, 0.0, -1.0), // Face 1
|
||||
vec3( 0.0, 1.0, 0.0), // Face 2
|
||||
vec3( 0.0, 1.0, 0.0), // Face 3
|
||||
vec3( 0.0, 1.0, 0.0), // Face 4
|
||||
vec3( 0.0, 1.0, 0.0), // Face 5
|
||||
vec3( 0.0, 1.0, 0.0), // Face 6
|
||||
vec3( 0.0, 1.0, 0.0) // Face 7
|
||||
);
|
||||
|
||||
const vec2 CORNER_UVS[5][4] = vec2[5][4](
|
||||
vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
|
||||
vec2[4](vec2(0.0, 0.5), vec2(0.0, 1.0), vec2(0.5, 1.0), vec2(0.5, 0.5)),
|
||||
vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
|
||||
vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
|
||||
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.5), vec2(0.5, 0.5), vec2(0.5, 1.0))
|
||||
);
|
||||
const vec2 CORNER_UVS_GRASS_BLOCK[8][4] = vec2[8][4](
|
||||
vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
|
||||
vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
|
||||
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
|
||||
vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
|
||||
vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
|
||||
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
|
||||
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0)),
|
||||
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0))
|
||||
|
||||
);
|
||||
|
||||
const vec3 FACE_CORNERS[8][4] = vec3[8][4](
|
||||
vec3[4](vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)), // Face 0 (+Y)
|
||||
vec3[4](vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0)), // Face 1 (-Y)
|
||||
vec3[4](vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 2 (+X)
|
||||
vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(0.0, 1.0, 0.0)), // Face 3 (-X)
|
||||
vec3[4](vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(0.0, 1.0, 1.0)), // Face 4 (+Z)
|
||||
vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)), // Face 5 (-Z)
|
||||
vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 6 (cross model pane 1)
|
||||
vec3[4](vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)) // Face 7 (cross model pane 2)
|
||||
);
|
||||
|
||||
vec3 buildFaceCornerPosition(uvec3 voxelPos, uint faceId, uint cornerIndex) {
|
||||
vec3 p = vec3(voxelPos);
|
||||
|
||||
|
|
@ -63,21 +126,40 @@ vec3 buildFaceCornerPosition(uvec3 voxelPos, uint faceId, uint cornerIndex) {
|
|||
|
||||
void main() {
|
||||
uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
|
||||
uint triangleVertex = uint(gl_VertexIndex) % 6u;
|
||||
uint triangleVertex = (uint(gl_VertexIndex))% 6u;
|
||||
uint cornerIndex = TRI_TO_CORNER[triangleVertex];
|
||||
|
||||
//uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
|
||||
//uint triangleVertex = uint(gl_VertexIndex) % 6u;
|
||||
//uint cornerIndex = TRI_TO_CORNER[triangleVertex];
|
||||
|
||||
uint packedFace = faces[faceRecordIndex];
|
||||
|
||||
uint voxelX = packedFace & 0x1Fu;
|
||||
uint voxelY = (packedFace >> 5u) & 0x1Fu;
|
||||
uint voxelZ = (packedFace >> 10u) & 0x1Fu;
|
||||
uint faceId = (packedFace >> 15u) & 0x7u;
|
||||
uint matId = (packedFace >> 18u) & 0xFFu;
|
||||
uint voxelX = packedFace & 0xFu;
|
||||
uint voxelY = (packedFace >> 4u) & 0xFu;
|
||||
uint voxelZ = (packedFace >> 8u) & 0xFu;
|
||||
uint faceId = (packedFace >> 12u) & 0x7u;
|
||||
uint matId = (packedFace >> 15u) & 0x7FFu;
|
||||
uint texIdxX = (packedFace >> 26u) & 0x7u;
|
||||
uint texIdxY = (packedFace >> 29u) & 0x7u;
|
||||
|
||||
vec3 localPos = buildFaceCornerPosition(uvec3(voxelX, voxelY, voxelZ), faceId, cornerIndex);
|
||||
// (voxelPos.x & 0xFu) |
|
||||
// ((voxelPos.y & 0xFu) << 4u) |
|
||||
// ((voxelPos.z & 0xFu) << 8u) |
|
||||
// ((faceIndex & 0x7u) << 12u) |
|
||||
// ((materialId & 0x7FFu) << 15u) |
|
||||
// ((textureIndexX & 0x7u) << 26u) |
|
||||
// ((textureIndexY & 0x7u) << 29u);
|
||||
|
||||
vec2 texID = vec2((texIdxX)/4.0,(texIdxY)/4.0);
|
||||
vec2 scalar = vec2(1.0/4.0,1.0/4.0);
|
||||
|
||||
faceId = min(faceId, 7u);
|
||||
|
||||
vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
|
||||
vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
|
||||
|
||||
outTextCoord = vec2(0.0);
|
||||
outTextCoord = CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex] * scalar + texID;
|
||||
outMaterialIdx = matId;
|
||||
|
||||
gl_Position = vec4(worldPos, 1.0);
|
||||
|
|
|
|||
51
resources/EngineResources/shaders/water_frag.glsl
Normal file
51
resources/EngineResources/shaders/water_frag.glsl
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
#version 460 core
|
||||
|
||||
in vec3 FragPos;
|
||||
in vec2 TexCoords;
|
||||
in vec3 Normal;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec3 cameraPos;
|
||||
uniform vec3 lightPos;
|
||||
|
||||
// Material constants
|
||||
const vec3 waterShallowColor = vec3(0.0, 0.6, 0.7);
|
||||
const vec3 waterDeepColor = vec3(0.05, 0.15, 0.3);
|
||||
const vec3 sunColor = vec3(1.0, 0.95, 0.8);
|
||||
|
||||
void main() {
|
||||
// Normalize vectors
|
||||
vec3 n = normalize(Normal);
|
||||
vec3 viewDir = normalize(cameraPos - FragPos);
|
||||
vec3 lightDir = normalize(lightPos - FragPos);
|
||||
|
||||
// 1. Ambient Lighting
|
||||
vec3 ambient = 0.3 * waterShallowColor;
|
||||
|
||||
// 2. Diffuse Shading
|
||||
float diff = max(dot(n, lightDir), 0.0);
|
||||
vec3 diffuse = diff * sunColor * 0.4;
|
||||
|
||||
// 3. Specular Highlights (Blinn-Phong)
|
||||
vec3 halfwayDir = normalize(lightDir + viewDir);
|
||||
float spec = pow(max(dot(n, halfwayDir), 0.0), 64.0); // High shininess for water glaze
|
||||
vec3 specular = spec * sunColor * 0.8;
|
||||
|
||||
// 4. Fresnel Approximation (Schlick's approximation)
|
||||
// Water has a base reflectivity of roughly 0.02 at a perpendicular view angle
|
||||
float F0 = 0.02;
|
||||
float fresnel = F0 + (1.0 - F0) * pow(1.0 - max(dot(n, viewDir), 0.0), 5.0);
|
||||
|
||||
// Mix deep and shallow water colors based on the normal angle
|
||||
vec3 baseWaterColor = mix(waterShallowColor, waterDeepColor, max(dot(n, vec3(0.0, 1.0, 0.0)), 0.0));
|
||||
|
||||
// Combine lighting results
|
||||
vec3 lightingResult = ambient + diffuse + specular;
|
||||
|
||||
// Blend final look with Fresnel reflection dominance
|
||||
vec3 finalColor = mix(baseWaterColor + specular, lightingResult + vec3(fresnel * 0.5), fresnel);
|
||||
|
||||
// Output final color with subtle translucency opacity
|
||||
FragColor = vec4(finalColor, 0.85);
|
||||
}
|
||||
46
resources/EngineResources/shaders/water_vert.glsl
Normal file
46
resources/EngineResources/shaders/water_vert.glsl
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoords;
|
||||
|
||||
out vec3 FragPos;
|
||||
out vec2 TexCoords;
|
||||
out vec3 Normal;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 view;
|
||||
uniform mat4 projection;
|
||||
uniform float uTime;
|
||||
|
||||
// Wave configuration constants
|
||||
const float AMPLITUDE = 0.15;
|
||||
const float FREQUENCY = 1.5;
|
||||
const float SPEED = 2.0;
|
||||
|
||||
// Simple wave function that modifies elevation based on position and time
|
||||
float calculateWave(vec3 pos, float time, vec2 direction) {
|
||||
return AMPLITUDE * sin(dot(pos.xz, direction) * FREQUENCY + time * SPEED);
|
||||
}
|
||||
|
||||
// Derivative of the wave function to calculate accurate dynamic surface normals
|
||||
vec3 calculateWaveNormal(vec3 pos, float time) {
|
||||
float dx = AMPLITUDE * FREQUENCY * cos(pos.x * FREQUENCY + time * SPEED);
|
||||
float dz = AMPLITUDE * FREQUENCY * cos(pos.z * FREQUENCY + time * SPEED);
|
||||
return normalize(vec3(-dx, 1.0, -dz));
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 displacedPos = aPos;
|
||||
|
||||
// Combine two wave directions for a less predictable, more organic look
|
||||
displacedPos.y += calculateWave(aPos, uTime, vec2(1.0, 0.0));
|
||||
displacedPos.y += calculateWave(aPos, uTime * 1.2, vec2(0.5, 0.8));
|
||||
|
||||
FragPos = vec3(model * vec4(displacedPos, 1.0));
|
||||
TexCoords = aTexCoords;
|
||||
|
||||
// Pass transformed normals and position to the fragment shader
|
||||
Normal = mat3(transpose(inverse(model))) * calculateWaveNormal(displacedPos, uTime);
|
||||
|
||||
gl_Position = projection * view * model * vec4(displacedPos, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue