mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
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144 lines
5.1 KiB
Tcsh
144 lines
5.1 KiB
Tcsh
// Base water ripple shader from https://www.shadertoy.com/view/wdtyDH
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// heavily edited
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#include "/lib/settings.glsl"
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layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
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#if WATER_SIM_SCALE == 0
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#if WATER_SIM_DISTANCE == 1
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const ivec3 workGroups = ivec3(16, 16, 1);
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#elif WATER_SIM_DISTANCE == 2
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const ivec3 workGroups = ivec3(32, 32, 1);
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#elif WATER_SIM_DISTANCE == 3
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const ivec3 workGroups = ivec3(48, 48, 1);
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#else
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const ivec3 workGroups = ivec3(64, 64, 1);
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#endif
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#elif WATER_SIM_SCALE == 1
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#if WATER_SIM_DISTANCE == 1
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const ivec3 workGroups = ivec3(32, 32, 1);
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#elif WATER_SIM_DISTANCE == 2
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const ivec3 workGroups = ivec3(64, 64, 1);
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#elif WATER_SIM_DISTANCE == 3
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const ivec3 workGroups = ivec3(96, 96, 1);
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#else
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const ivec3 workGroups = ivec3(128, 128, 1);
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#endif
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#else
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#if WATER_SIM_DISTANCE == 1
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const ivec3 workGroups = ivec3(64, 64, 1);
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#elif WATER_SIM_DISTANCE == 2
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const ivec3 workGroups = ivec3(128, 128, 1);
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#elif WATER_SIM_DISTANCE == 3
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const ivec3 workGroups = ivec3(192, 192, 1);
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#else
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const ivec3 workGroups = ivec3(256, 256, 1);
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#endif
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#endif
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layout (rg16f) uniform image2D waveSim;
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layout (rgba16f) uniform image2D waveSim2;
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const ivec2 resolution = ivec2(workGroups.x * 32, workGroups.y * 32);
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uniform int frameCounter;
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uniform float frameTime;
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uniform float frameTimeCounter;
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uniform vec3 cameraPosition;
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uniform vec3 previousCameraPosition;
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uniform vec3 relativeEyePosition;
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#include "/lib/SSBOs.glsl"
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// Make this a smaller number for a smaller timestep.
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// Don't make it bigger than 1.4 or the universe will explode.
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#if WATER_SIM_SCALE == 0
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const float delta = 0.6;
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#elif WATER_SIM_SCALE == 1
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const float delta = 1.0;
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#else
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const float delta = 1.4;
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#endif
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void main() {
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#if WATER_INTERACTION == 2
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if (abs(frameTimeCounter - lastFrameTimeCount) > WATER_SIM_FRAMETIME && (!noSimOngoing || onWaterSurface)) {
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if (frameCounter == 0) return;
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ivec2 imgCoord = ivec2(gl_GlobalInvocationID.xy);
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float dist = length(imgCoord-0.5*resolution);
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if (dist >= resolution.x) return;
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ivec2 sampledCoord = imgCoord;
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sampledCoord = clamp(sampledCoord, ivec2(1), resolution - ivec2(1));
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vec2 oldState = imageLoad(waveSim, sampledCoord).rg;
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float pressure = oldState.x;
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float pVel = oldState.y;
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#if WATER_SIM_FRAMERATE == 30
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int offset = 2;
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#else
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int offset = 1;
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#endif
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float p_down = imageLoad(waveSim, clamp(sampledCoord + ivec2(0, -offset), ivec2(offset), resolution - ivec2(offset))).r;
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float p_left = imageLoad(waveSim, clamp(sampledCoord + ivec2(-offset, 0), ivec2(offset), resolution - ivec2(offset))).r;
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float p_right = imageLoad(waveSim, clamp(sampledCoord + ivec2(offset, 0), ivec2(offset), resolution - ivec2(offset))).r;
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float p_up = imageLoad(waveSim, clamp(sampledCoord + ivec2(0, offset), ivec2(offset), resolution - ivec2(offset))).r;
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// Change values so the screen boundaries aren't fixed.
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//if (imgCoord.x == 0.5) p_left = p_right;
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//if (imgCoord.x == resolution.x - 0.5) p_right = p_left;
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//if (imgCoord.y == 0.5) p_down = p_up;
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//if (imgCoord.y == resolution.y - 0.5) p_up = p_down;
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// Apply horizontal wave function
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pVel += delta * (-2.0 * pressure + p_right + p_left) / 4.0;
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// Apply vertical wave function (these could just as easily have been one line)
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pVel += delta * (-2.0 * pressure + p_up + p_down) / 4.0;
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// Change pressure by pressure velocity
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pressure += delta * pVel;
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// "Spring" motion. This makes the waves look more like water waves and less like sound waves.
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pVel -= 0.0014 * delta * pressure;
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// Velocity damping so things eventually calm down
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pVel *= 1.0 - 0.003 * delta;
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// Pressure damping to prevent it from building up forever.
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float distFade = smoothstep(0.49*resolution.x, 0.4*resolution.x, dist);
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pressure *= 0.985 * distFade;
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pVel *= distFade;
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if (onWaterSurface) {
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vec3 velocity = (cameraPosition-relativeEyePosition-previousCameraPositionWave)/frameTime;
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velocity.y *= 1.15;
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float speed = length(velocity);
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float size = 10.0;
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if(inBoat) {
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size += 26.0 * smoothstep(0.0, 10.0, speed);
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} else if (inShip) {
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size += 61.0 * smoothstep(0.0, 10.0, speed);
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} else {
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size += 10.0 * smoothstep(0.1, 13.0, speed);
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}
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#if WATER_SIM_SCALE == 0
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size *= 0.5;
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#else
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size *= WATER_SIM_SCALE;
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#endif
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float upOrDown = step(-0.1, cameraPosition.y-relativeEyePosition.y-previousCameraPositionWave.y)*2.0-1.0;
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pressure += smoothstep(size, 0.7*size, dist) * upOrDown;
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}
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imageStore(waveSim2, imgCoord, vec4(pressure, pVel, (p_right - p_left) / 2.0, (p_up - p_down) / 2.0));
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}
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#endif
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} |