Files
Eclipse-Shader/shaders/dimensions/prepare2.csh
T
2025-09-21 21:41:23 +02:00

144 lines
5.1 KiB
Tcsh

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