Tiny tweaks to player waves

This commit is contained in:
Merlin1809
2025-09-21 21:41:23 +02:00
parent 94e03d8ac4
commit 20a76065ad
5 changed files with 9 additions and 8 deletions
+3 -2
View File
@@ -6,6 +6,8 @@ It started out with smaller features, but then the additions just kept piling up
Notable changes/additions compared to Bliss unstable:
+ Custom moon orbit with possible eclipses
+ Water wave simulation for the player
+ Aurora & Rainbow
+ Handheld shadows
+ Additional cirrus & cumulonimbus cloud layers (WIP)
+ Distant Horizons chunk fading
+ Moon Texture with phases
@@ -14,8 +16,7 @@ Notable changes/additions compared to Bliss unstable:
+ Better shader-side (hardcoded) emissives
+ Lightsource with shadows on the main end island
+ Rain & thunder cloud coverage and daily weather
+ Much better lightning strikes with clouds lighting up and shadows
+ Aurora & Rainbow
+ Better lightning strikes with clouds lighting up and shadows
+ Caelum (Arda Craft) support
+ Emissive Ores
+3 -3
View File
@@ -693,9 +693,9 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
float NORMAL_SCALE = 0.01;
#endif
vec2 waveUV = (worldPos.xz - previousCameraPositionWave2.xz) * NORMAL_SCALE + 0.5;
if(length(waveUV) < 1.5 && abs(worldSpaceNormal.y) > 0.5 && !noSimOngoing) {
vec4 waves = texture2D(waveSim2Sampler, waveUV);
vec2 waveUV = (worldPos.xz - previousCameraPositionWave2.xz) * NORMAL_SCALE;
if(length(waveUV) < 0.5 && abs(worldSpaceNormal.y) > 0.5 && !noSimOngoing) {
vec4 waves = texture2D(waveSim2Sampler, waveUV+0.5);
#endif
vec3 waveNormals = normalize(vec3(waves.z, waves.w, 1.0));
bump = mix(bump, waveNormals, clamp(WATER_SIM_STRENGTH*sqrt(sqrt(abs(waves.x))), 0.0, 1.0));
+1 -1
View File
@@ -148,7 +148,7 @@ void main() {
float upOrDown = step(-0.1, cameraPosition.y-relativeEyePosition.y-previousCameraPositionWave.y)*2.0-1.0;
pressure += smoothstep(size, 0.8*size, dist) * upOrDown;
pressure += smoothstep(size, 0.7*size, dist) * upOrDown;
}
if(abs(pressure) > 0.0) noSimOngoingCheck = false;
+1 -1
View File
@@ -135,7 +135,7 @@ void main() {
float upOrDown = step(-0.1, cameraPosition.y-relativeEyePosition.y-previousCameraPositionWave.y)*2.0-1.0;
pressure += smoothstep(size, 0.8*size, dist) * upOrDown;
pressure += smoothstep(size, 0.7*size, dist) * upOrDown;
}
imageStore(waveSim2, imgCoord, vec4(pressure, pVel, (p_right - p_left) / 2.0, (p_up - p_down) / 2.0));
+1 -1
View File
@@ -1,6 +1,6 @@
option.SHADER_VERSION_LABEL = §dECLIPSE§r - A Bliss Edit
prefix.SHADER_VERSION_LABEL = V
value.SHADER_VERSION_LABEL.482 = 3.0.2
value.SHADER_VERSION_LABEL.482 = 3.0.3
# if you're here to translate, this is not a joke, these do what they say
profile.POTATO=§4Potato