structures, also they're a little broken, they need to check for neighbouring YZones as well

This commit is contained in:
Halbear 2026-09-20 22:43:42 +01:00
parent a0b00b0f1c
commit d1abde919d
12 changed files with 604 additions and 134 deletions

View file

@ -110,7 +110,8 @@ void main() {
faceId = min(faceId, 7u);
vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
vec3 Offset = vec3(0,0,0);
vec3 worldPos = localPos + Offset + push_constants.ModelOffset.xyz * 16.0;
vec4 worldPosVec4 = vec4(worldPos, 1.0);

View file

@ -1,51 +0,0 @@
#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);
}

View file

@ -1,46 +0,0 @@
#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);
}