mirror of
https://github.com/Merlin1809/Eclipse-Shader.git
synced 2026-10-10 21:13:07 +08:00
203 lines
8.9 KiB
GLSL
203 lines
8.9 KiB
GLSL
// this file contains all things for seasons, weather, and biome specific settings.
|
|
// i gotta start centralizing shit someday.
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
///////////////////////////////// SEASONS /////////////////////////////////////
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
/////////////////////////////////////////////////////////////////////////////// VERTEX SHADER
|
|
#ifdef Seasons
|
|
#ifdef SEASONS_VSH
|
|
|
|
#ifndef VOXY_PROGRAM
|
|
uniform int worldDay;
|
|
uniform float noPuddleAreas;
|
|
#endif
|
|
|
|
void YearCycleColor (
|
|
inout vec3 FinalColor,
|
|
vec3 glcolor,
|
|
|
|
bool isLeaves,
|
|
bool isPlants
|
|
){
|
|
vec3 SummerCol;
|
|
vec3 AutumnCol;
|
|
vec3 WinterCol;
|
|
vec3 SpringCol;
|
|
|
|
// do leaf colors different because thats cool and i like it
|
|
if(isLeaves){
|
|
SummerCol = vec3(Summer_Leaf_R, Summer_Leaf_G, Summer_Leaf_B);
|
|
AutumnCol = vec3(Fall_Leaf_R, Fall_Leaf_G, Fall_Leaf_B);
|
|
WinterCol = vec3(Winter_Leaf_R, Winter_Leaf_G, Winter_Leaf_B);
|
|
SpringCol = vec3(Spring_Leaf_R, Spring_Leaf_G, Spring_Leaf_B);
|
|
} else {
|
|
// colors for things that arent leaves and using the tint index.
|
|
SummerCol = vec3(Summer_R, Summer_G, Summer_B);
|
|
AutumnCol = vec3(Fall_R, Fall_G, Fall_B);
|
|
WinterCol = vec3(Winter_R, Winter_G, Winter_B) ;
|
|
SpringCol = vec3(Spring_R, Spring_G, Spring_B);
|
|
}
|
|
|
|
// decide if you want to replace biome colors or tint them.
|
|
SummerCol *= glcolor;
|
|
AutumnCol *= glcolor;
|
|
WinterCol *= glcolor;
|
|
SpringCol *= glcolor;
|
|
|
|
// length of each season in minecraft days
|
|
int SeasonLength = Season_Length;
|
|
|
|
// loop the year. multiply the season length by the 4 seasons to create a years time.
|
|
float YearLoop = mod(worldDay + Start_Season * SeasonLength, SeasonLength * 4);
|
|
|
|
// the time schedule for each season
|
|
float SummerTime = clamp(YearLoop ,0, SeasonLength) / SeasonLength;
|
|
float AutumnTime = clamp(YearLoop - SeasonLength ,0, SeasonLength) / SeasonLength;
|
|
float WinterTime = clamp(YearLoop - SeasonLength*2 ,0, SeasonLength) / SeasonLength;
|
|
float SpringTime = clamp(YearLoop - SeasonLength*3 ,0, SeasonLength) / SeasonLength;
|
|
|
|
// lerp all season colors together
|
|
vec3 SummerToFall = mix(SummerCol, AutumnCol, SummerTime);
|
|
vec3 FallToWinter = mix(SummerToFall, WinterCol, AutumnTime);
|
|
vec3 WinterToSpring = mix(FallToWinter, SpringCol, WinterTime);
|
|
vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
|
|
|
|
// make it so that you only have access to parts of the texture that use the tint index
|
|
#ifdef DH_SEASONS
|
|
bool IsTintIndex = isPlants || isLeaves;
|
|
#else
|
|
bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0;
|
|
#endif
|
|
|
|
// multiply final color by the final lerped color, because it contains all the other colors.
|
|
if(IsTintIndex) FinalColor = SpringToSummer;
|
|
|
|
// #ifdef Snowy_Winter
|
|
// // this is to make snow only exist in winter
|
|
// float FallToWinter_snowfall = mix(0.0, 1.0, AutumnTime);
|
|
// float WinterToSpring_snowfall = mix(FallToWinter_snowfall, 0.0, WinterTime);
|
|
// // SnowySeason = clamp(pow(sin(WinterToSpring_snowfall*SeasonLength)*0.5+0.5,5),0,1) * WinterToSpring_snowfall * noPuddleAreas;
|
|
// #else
|
|
// // SnowySeason = 0.0;
|
|
// #endif
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
// vec3 getSeasonColor( int worldDay ){
|
|
//
|
|
// // length of each season in minecraft days
|
|
// // for example, at 1, a season is 1 day long
|
|
// int SeasonLength = 1;
|
|
//
|
|
// // loop the year. multiply the season length by the 4 seasons to create a years time.
|
|
// float YearLoop = mod(worldDay + SeasonLength, SeasonLength * 4);
|
|
//
|
|
// // the time schedule for each season
|
|
// float SummerTime = clamp(YearLoop ,0, SeasonLength) / SeasonLength;
|
|
// float AutumnTime = clamp(YearLoop - SeasonLength ,0, SeasonLength) / SeasonLength;
|
|
// float WinterTime = clamp(YearLoop - SeasonLength*2 ,0, SeasonLength) / SeasonLength;
|
|
// float SpringTime = clamp(YearLoop - SeasonLength*3 ,0, SeasonLength) / SeasonLength;
|
|
//
|
|
// // colors for things
|
|
// vec3 SummerCol = vec3(Summer_R, Summer_G, Summer_B);
|
|
// vec3 AutumnCol = vec3(Fall_R, Fall_G, Fall_B);
|
|
// vec3 WinterCol = vec3(Winter_R, Winter_G, Winter_B);
|
|
// vec3 SpringCol = vec3(Spring_R, Spring_G, Spring_B);
|
|
//
|
|
// // lerp all season colors together
|
|
// vec3 SummerToFall = mix(SummerCol, AutumnCol, SummerTime);
|
|
// vec3 FallToWinter = mix(SummerToFall, WinterCol, AutumnTime);
|
|
// vec3 WinterToSpring = mix(FallToWinter, SpringCol, WinterTime);
|
|
// vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
|
|
//
|
|
// // return the final color of the year, because it contains all the other colors, at some point.
|
|
// return SpringToSummer;
|
|
// }
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
///////////////////////////// BIOME SPECIFICS /////////////////////////////////
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifndef VOXY_PROGRAM
|
|
uniform float isJungles;
|
|
uniform float isSwamps;
|
|
uniform float isDarkForests;
|
|
uniform float isPaleGarden;
|
|
uniform float sandStorm;
|
|
uniform float snowStorm;
|
|
#endif
|
|
|
|
#ifdef PER_BIOME_ENVIRONMENT
|
|
void BiomeFogDensity(
|
|
inout vec4 UniformDensity,
|
|
inout vec4 CloudyDensity,
|
|
float maxDistance
|
|
){
|
|
float Inbiome = clamp(isPaleGarden+isJungles+isSwamps+isDarkForests+sandStorm+snowStorm, 0.0, 1.0);
|
|
|
|
vec2 BiomeFogDensity = vec2(0.0); // x = uniform || y = cloudy
|
|
|
|
BiomeFogDensity.x = isSwamps*SWAMP_UNIFORM_DENSITY + isJungles*JUNGLE_UNIFORM_DENSITY + isDarkForests*DARKFOREST_UNIFORM_DENSITY + sandStorm*0.0 + snowStorm*0.01;
|
|
BiomeFogDensity.y = isPaleGarden*PALE_GARDEN_CLOUDY_DENSITY + isSwamps*SWAMP_CLOUDY_DENSITY + isJungles*JUNGLE_CLOUDY_DENSITY + isDarkForests*DARKFOREST_CLOUDY_DENSITY + sandStorm*0.5 + snowStorm*0.5;
|
|
|
|
UniformDensity = mix(UniformDensity, vec4(BiomeFogDensity.x), Inbiome*maxDistance);
|
|
CloudyDensity = mix(CloudyDensity, vec4(BiomeFogDensity.y), Inbiome*maxDistance);
|
|
}
|
|
|
|
float BiomeVLFogColors(inout vec3 DirectLightCol, inout vec3 IndirectLightCol){
|
|
|
|
// this is a little complicated? lmao
|
|
vec3 BiomeColors = vec3(0.0);
|
|
BiomeColors.r = isPaleGarden*PALE_GARDEN_R + isSwamps*SWAMP_R + isJungles*JUNGLE_R + isDarkForests*DARKFOREST_R + sandStorm*1.0 + snowStorm*0.6;
|
|
BiomeColors.g = isPaleGarden*PALE_GARDEN_G + isSwamps*SWAMP_G + isJungles*JUNGLE_G + isDarkForests*DARKFOREST_G + sandStorm*0.3 + snowStorm*0.8;
|
|
BiomeColors.b = isPaleGarden*PALE_GARDEN_B + isSwamps*SWAMP_B + isJungles*JUNGLE_B + isDarkForests*DARKFOREST_B + sandStorm*0.1 + snowStorm*1.0;
|
|
|
|
DirectLightCol *= BiomeColors;
|
|
IndirectLightCol *= BiomeColors;
|
|
|
|
float Inbiome = clamp(isPaleGarden+isJungles+isSwamps+isDarkForests+sandStorm+snowStorm, 0.0, 1.0);
|
|
|
|
return Inbiome;
|
|
}
|
|
#endif
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////// FOG CONTROLLER /////////////////////////////////
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef TIMEOFDAYFOG
|
|
void FogDensities(
|
|
inout float Uniform, inout float Cloudy, float maxDistance, float DailyWeather_UniformFogDensity, float DailyWeather_CloudyFogDensity
|
|
) {
|
|
|
|
float Time = worldTime%24000;
|
|
|
|
// set schedules for fog to appear at specific ranges of time in the day.
|
|
float Morning = clamp((Time-22000.0)/2000.0,0.0,1.0) + clamp((2000.0-Time)/2000.0,0.0,1.0);
|
|
float Noon = clamp(Time/2000.0,0.0,1.0) * clamp((12000.0-Time)/2000.0,0.0,1.0);
|
|
float Evening = clamp((Time-10000.0)/2000.0,0.0,1.0) * clamp((14000.0-Time)/2000.0,0.0,1.0);
|
|
float Night = clamp((Time-13000.0)/2000.0,0.0,1.0) * clamp((23000.0-Time)/2000.0,0.0,1.0);
|
|
|
|
// set densities. morn, noon, even, night
|
|
vec4 UniformDensity = TOD_Fog_mult * vec4(Morning_Uniform_Fog, Noon_Uniform_Fog, Evening_Uniform_Fog, Night_Uniform_Fog);
|
|
vec4 CloudyDensity = TOD_Fog_mult * vec4(Morning_Cloudy_Fog, Noon_Cloudy_Fog, Evening_Cloudy_Fog, Night_Cloudy_Fog);
|
|
|
|
#ifdef Daily_Weather
|
|
// let daily weather influence fog densities.
|
|
UniformDensity = max(UniformDensity, DailyWeather_UniformFogDensity);
|
|
CloudyDensity = max(CloudyDensity, DailyWeather_CloudyFogDensity);
|
|
#endif
|
|
|
|
#ifdef PER_BIOME_ENVIRONMENT
|
|
BiomeFogDensity(UniformDensity, CloudyDensity, maxDistance); // let biome fog hijack to control densities, and overrride any other density controller...
|
|
#endif
|
|
|
|
Uniform *= Morning*UniformDensity.r + Noon*UniformDensity.g + Evening*UniformDensity.b + Night*UniformDensity.a;
|
|
Cloudy *= Morning*CloudyDensity.r + Noon*CloudyDensity.g + Evening*CloudyDensity.b + Night*CloudyDensity.a;
|
|
}
|
|
#endif
|