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-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl59
1 files changed, 53 insertions, 6 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index bbf7b1d65..f56aaefaa 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -46,6 +46,43 @@ float smoothTriangleWave(float x)
return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
}
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
+ MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
+ MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
+
+//
+// Simple, fast noise function.
+// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
+//
+vec4 perm(vec4 x)
+{
+ return mod(((x * 34.0) + 1.0) * x, 289.0);
+}
+
+float snoise(vec3 p)
+{
+ vec3 a = floor(p);
+ vec3 d = p - a;
+ d = d * d * (3.0 - 2.0 * d);
+
+ vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
+ vec4 k1 = perm(b.xyxy);
+ vec4 k2 = perm(k1.xyxy + b.zzww);
+
+ vec4 c = k2 + a.zzzz;
+ vec4 k3 = perm(c);
+ vec4 k4 = perm(c + 1.0);
+
+ vec4 o1 = fract(k3 * (1.0 / 41.0));
+ vec4 o2 = fract(k4 * (1.0 / 41.0));
+
+ vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
+ vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
+
+ return o4.y * d.y + o4.x * (1.0 - d.y);
+}
+
+#endif
void main(void)
{
@@ -65,7 +102,8 @@ void main(void)
float disp_x;
float disp_z;
-#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || \
+ (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
vec4 pos2 = mWorld * gl_Vertex;
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
@@ -75,12 +113,22 @@ float disp_z;
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif
+ worldPosition = (mWorld * gl_Vertex).xyz;
-#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
+ MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
+ MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
+ // Generate waves with Perlin-type noise.
+ // The constants are calibrated such that they roughly
+ // correspond to the old sine waves.
vec4 pos = gl_Vertex;
- pos.y -= 2.0;
- float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
- pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
+ vec3 wavePos = worldPosition + cameraOffset;
+ // The waves are slightly compressed along the z-axis to get
+ // wave-fronts along the x-axis.
+ wavePos.x /= WATER_WAVE_LENGTH * 3;
+ wavePos.z /= WATER_WAVE_LENGTH * 2;
+ wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
+ pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
@@ -101,7 +149,6 @@ float disp_z;
vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);