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Eclipse-Shader/shaders/dimensions/prepare1.csh
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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 readonly image2D waveSim2;
const ivec2 resolution = ivec2(workGroups.x * 32, workGroups.y * 32);
uniform int frameCounter;
uniform float frameTimeCounter;
#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
#if IRIS_VERSION >= 11004
uniform bool onWaterSurface;
uniform vec3 vehicleLookVector;
uniform bool isRiding;
uniform int vehicleId;
#include "/lib/entities.glsl"
#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 movementOffset = water_move_compensationSSBO;
ivec2 sampledCoord = imgCoord - movementOffset;
sampledCoord = clamp(sampledCoord, ivec2(1), resolution - ivec2(1));
vec2 oldState = imageLoad(waveSim2, sampledCoord).rg;
float pressure = oldState.x;
float pVel = oldState.y;
#if WATER_SIM_FRAMERATE == 30
const int offset = 2;
#else
const int offset = 1;
#endif
float p_down = imageLoad(waveSim2, clamp(sampledCoord + ivec2(0, -offset), ivec2(offset), resolution - ivec2(offset))).r;
float p_left = imageLoad(waveSim2, clamp(sampledCoord + ivec2(-offset, 0), ivec2(offset), resolution - ivec2(offset))).r;
float p_right = imageLoad(waveSim2, clamp(sampledCoord + ivec2(offset, 0), ivec2(offset), resolution - ivec2(offset))).r;
float p_up = imageLoad(waveSim2, 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 - 0.006 * delta;
// Pressure damping to prevent it from building up forever.
float distFade = smoothstep(0.49*resolution.x, 0.25*resolution.x, dist);
pressure *= 0.985 * distFade;
pVel *= distFade;
if (onWaterSurface) {
#if IRIS_VERSION >= 11004
if(isRiding && vehicleId == ENTITY_BOAT) {
vec2 p = imgCoord - 0.5 * resolution;
vec2 f = normalize(vehicleLookVector.xz);
float t = dot(p, f);
t = clamp(t, -waterRoundSize * 0.73, waterRoundSize * 0.73);
float dist = length(p - f * t);
float shape = smoothstep(waterRoundSize, 0.7 * waterRoundSize, dist);
pressure += shape * (smoothstep(-waterRoundSize * 0.75, waterRoundSize * 0.75, t)* 2.0 - 1.0);
} else
#endif
{
pressure += smoothstep(waterRoundSize, 0.7*waterRoundSize, dist);
}
}
if(abs(pressure) > 0.0) noSimOngoingCheck = false;
imageStore(waveSim, imgCoord, vec4(pressure, pVel, 0.0, 0.0));
}
#endif
}