voxel biomes and CPU pushed blocks
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24 changed files with 1007 additions and 91 deletions
51
resources/EngineResources/shaders/water_frag.glsl
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51
resources/EngineResources/shaders/water_frag.glsl
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#version 460 core
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in vec3 FragPos;
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in vec2 TexCoords;
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in vec3 Normal;
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out vec4 FragColor;
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uniform vec3 cameraPos;
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uniform vec3 lightPos;
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// Material constants
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const vec3 waterShallowColor = vec3(0.0, 0.6, 0.7);
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const vec3 waterDeepColor = vec3(0.05, 0.15, 0.3);
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const vec3 sunColor = vec3(1.0, 0.95, 0.8);
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void main() {
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// Normalize vectors
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vec3 n = normalize(Normal);
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vec3 viewDir = normalize(cameraPos - FragPos);
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vec3 lightDir = normalize(lightPos - FragPos);
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// 1. Ambient Lighting
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vec3 ambient = 0.3 * waterShallowColor;
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// 2. Diffuse Shading
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float diff = max(dot(n, lightDir), 0.0);
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vec3 diffuse = diff * sunColor * 0.4;
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// 3. Specular Highlights (Blinn-Phong)
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vec3 halfwayDir = normalize(lightDir + viewDir);
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float spec = pow(max(dot(n, halfwayDir), 0.0), 64.0); // High shininess for water glaze
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vec3 specular = spec * sunColor * 0.8;
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// 4. Fresnel Approximation (Schlick's approximation)
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// Water has a base reflectivity of roughly 0.02 at a perpendicular view angle
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float F0 = 0.02;
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float fresnel = F0 + (1.0 - F0) * pow(1.0 - max(dot(n, viewDir), 0.0), 5.0);
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// Mix deep and shallow water colors based on the normal angle
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vec3 baseWaterColor = mix(waterShallowColor, waterDeepColor, max(dot(n, vec3(0.0, 1.0, 0.0)), 0.0));
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// Combine lighting results
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vec3 lightingResult = ambient + diffuse + specular;
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// Blend final look with Fresnel reflection dominance
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vec3 finalColor = mix(baseWaterColor + specular, lightingResult + vec3(fresnel * 0.5), fresnel);
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// Output final color with subtle translucency opacity
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FragColor = vec4(finalColor, 0.85);
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}
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