feat: add wake, rose, terrain, pathfinding, gameover, clouds, enemy shooting, variable bird speed refactor: some things
This commit is contained in:
@@ -0,0 +1,69 @@
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#version 330
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in vec2 fragWorldPos;
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out vec4 finalColor;
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uniform float time;
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uniform float cloudScale = 0.018;
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uniform vec2 driftDirection = vec2(1.0, 0.35);
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uniform float driftSpeed = 4.0;
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uniform float coverage = 0.99;
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uniform float softness = 0.12;
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uniform vec4 cloudColor = vec4(1.0, 1.0, 1.0, 0.8);
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uniform bool isShadowPass = false;
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uniform vec2 shadowWorldOffset = vec2(48.0, 72.0);
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uniform vec4 shadowColor = vec4(0.0, 0.05, 0.1, 0.35);
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vec2 pixelizeCoordinates(vec2 coordinates)
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{
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return floor(coordinates);
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}
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float hash(vec2 p)
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{
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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float valueNoise(vec2 p)
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{
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vec2 i = floor(p);
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vec2 f = fract(p);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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float cloudField(vec2 p)
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{
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float value = 0.0;
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float amplitude = 0.5;
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for (int i = 0; i < 4; i++) {
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value += amplitude * valueNoise(p);
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p *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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void main()
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{
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vec2 worldPos = fragWorldPos;
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if (isShadowPass) {
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worldPos -= shadowWorldOffset;
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}
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vec2 pixelized = pixelizeCoordinates(worldPos);
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vec2 drift = normalize(driftDirection) * time * driftSpeed;
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float density = cloudField((pixelized + drift) * cloudScale);
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float mask = smoothstep(coverage - softness, coverage + softness, density);
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vec4 layerColor = isShadowPass ? shadowColor : cloudColor;
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finalColor = vec4(layerColor.rgb, layerColor.a * mask);
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}
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@@ -0,0 +1,14 @@
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec2 fragWorldPos;
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uniform mat4 mvp;
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void main()
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{
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fragWorldPos = vertexPosition.xy;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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@@ -0,0 +1,45 @@
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#version 330
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uniform sampler2D texture0;
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uniform vec2 resolution;
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uniform float time;
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// Screen-space UV of the sun — kept off in a corner like a low sun rather
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// than dead center, so the rays read as directional light rather than a
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// starburst sitting on top of the view. This shader samples the already-
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// rendered scene texture (RenderPostFX draws it via a source rect with a
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// negative height to correct raylib's render-texture V-flip for texture0
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// itself), but fragTexCoord's V still runs top-of-screen=0 in that same
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// flipped sense — so a Y near 0 here actually lands near the BOTTOM of
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// what's on screen; 0.88 is what puts the sun near the top.
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uniform vec2 sunScreenPos = vec2(0.82, 0.88);
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uniform float rayCount = 10.0;
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uniform float raySharpness = 3.0;
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uniform float rayStrength = 0.35;
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uniform float raySpeed = 0.03;
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in vec2 fragTexCoord;
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out vec4 finalColor;
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void main()
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{
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vec2 uv = fragTexCoord;
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vec4 baseColor = texture(texture0, uv);
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// Cheap screen-space light shafts: no scene depth/occlusion to sample,
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// so this fakes them as angular streaks radiating from the sun position
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// that fade out with distance, rather than true raymarched shafts.
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vec2 aspectFix = vec2(resolution.x / resolution.y, 1.0);
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vec2 toSun = (uv - sunScreenPos) * aspectFix;
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float dist = length(toSun);
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float angle = atan(toSun.y, toSun.x);
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float streaks = sin(angle * rayCount + time * raySpeed) * 0.5 + 0.5;
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streaks = pow(streaks, raySharpness);
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float falloff = clamp(1.0 - dist * 0.9, 0.0, 1.0);
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falloff *= falloff;
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vec3 rayColor = vec3(1.0, 0.92, 0.75) * streaks * falloff * rayStrength;
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finalColor = vec4(baseColor.rgb + rayColor, baseColor.a);
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}
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@@ -0,0 +1,53 @@
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#version 330
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in vec2 fragTexCoord;
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in vec2 fragWorldPos;
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform float time;
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uniform vec4 foamColor = vec4(0.96, 0.99, 1.0, 1.0);
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uniform float foamAnimSpeed = 1.6;
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uniform float foamNoiseScale = 0.55;
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float hash(vec2 p)
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{
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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float valueNoise(vec2 p)
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{
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vec2 i = floor(p);
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vec2 f = fract(p);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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void main()
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{
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vec4 tex = texture(texture0, fragTexCoord);
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if (tex.a >= 0.999) {
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finalColor = tex;
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return;
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}
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if (tex.a <= 0.001) {
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discard;
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}
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vec2 pixelized = floor(fragWorldPos);
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float n1 = valueNoise(pixelized * foamNoiseScale + vec2(time * foamAnimSpeed, 0.0));
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float n2 = valueNoise(pixelized * foamNoiseScale * 2.1 - vec2(0.0, time * foamAnimSpeed * 0.7));
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float churn = n1 * 0.6 + n2 * 0.4;
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float mask = tex.a * smoothstep(0.2, 0.7, churn + tex.a * 0.6);
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finalColor = vec4(foamColor.rgb, foamColor.a * mask);
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}
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@@ -0,0 +1,16 @@
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec2 fragTexCoord;
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out vec2 fragWorldPos;
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uniform mat4 mvp;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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fragWorldPos = vertexPosition.xy;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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@@ -0,0 +1,79 @@
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#version 330
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in vec2 fragWorldPos;
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out vec4 finalColor;
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uniform float time;
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#define TRAIL_POINTS 12
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uniform vec2 trailPoints[TRAIL_POINTS];
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uniform float trailAges[TRAIL_POINTS];
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uniform int trailCount;
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uniform float wakeIntensity;
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uniform vec4 foamColor = vec4(0.96, 0.99, 1.0, 1.0);
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uniform float wakeHalfWidthStart = 2.0;
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uniform float wakeHalfWidthEnd = 7.0;
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uniform float foamNoiseScale = 0.5;
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uniform float foamAnimSpeed = 2.4;
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float hash(vec2 p)
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{
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p = fract(p * vec2(123.34, 456.21));
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}
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float valueNoise(vec2 p)
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{
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vec2 i = floor(p);
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vec2 f = fract(p);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
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}
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float segmentDistance(vec2 p, vec2 a, vec2 b, out float segT)
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{
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vec2 ab = b - a;
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float lenSq = dot(ab, ab);
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segT = lenSq > 0.0001 ? clamp(dot(p - a, ab) / lenSq, 0.0, 1.0) : 0.0;
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vec2 closest = a + ab * segT;
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return length(p - closest);
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}
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void main()
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{
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if (trailCount < 2) discard;
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float bestDist = 1e9;
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float bestAge = 0.0;
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for (int i = 0; i < TRAIL_POINTS - 1; i++) {
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if (i >= trailCount - 1) break;
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float segT;
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float d = segmentDistance(fragWorldPos, trailPoints[i], trailPoints[i + 1], segT);
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if (d < bestDist) {
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bestDist = d;
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bestAge = mix(trailAges[i], trailAges[i + 1], segT);
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}
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}
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float halfWidth = mix(wakeHalfWidthStart, wakeHalfWidthEnd, bestAge);
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if (bestDist > halfWidth) discard;
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float edgeFade = 1.0 - smoothstep(halfWidth * 0.55, halfWidth, bestDist);
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float ageFade = 1.0 - bestAge;
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float envelope = edgeFade * ageFade;
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vec2 pixelized = floor(fragWorldPos);
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float n = valueNoise(pixelized * foamNoiseScale + vec2(time * foamAnimSpeed, 0.0));
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float churn = mix(0.55, 1.0, n);
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float speedScale = mix(0.65, 1.0, wakeIntensity);
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float mask = envelope * churn * speedScale;
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finalColor = vec4(foamColor.rgb, foamColor.a * mask);
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}
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@@ -0,0 +1,14 @@
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec2 fragWorldPos;
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uniform mat4 mvp;
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void main()
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{
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fragWorldPos = vertexPosition.xy;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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+9
-23
@@ -1,17 +1,12 @@
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#version 330
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// -----------------------------
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// Inputs
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec2 fragWorldPos;
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// -----------------------------
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// Outputs
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out vec4 finalColor;
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// -----------------------------
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// Uniforms
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uniform sampler2D texture0; // main texture
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uniform sampler2D texture0;
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uniform sampler2D waterDepthGradient;
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uniform sampler2D causticTexture;
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uniform sampler2D causticHighlightTexture;
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@@ -24,6 +19,7 @@ uniform sampler2D foamTexture;
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uniform float aspectRatio = 1.0;
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uniform float pixelization = 2048.0;
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uniform float noiseCoordinateScale = 2048.0;
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uniform vec4 causticColor = vec4(0.455, 0.773, 0.765, 1.0);
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uniform vec4 causticHighlightColor = vec4(0.741, 0.894, 0.898, 1.0);
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@@ -46,9 +42,6 @@ uniform float generalTransparency = 1.0;
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uniform float time;
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// -----------------------------
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// Helper functions
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vec2 blendSubtract_vec2(vec2 base, vec2 blend, float opacity)
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{
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vec2 result = base - blend;
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@@ -80,9 +73,6 @@ vec2 applyAspectRatio(vec2 coordinates)
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return vec2(coordinates.x, coordinates.y * aspectRatio);
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}
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// -----------------------------
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// Shader layers
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vec4 caustics(vec2 pixelizedCoordinates)
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{
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vec4 causticNoise = texture(causticNoiseTexture, time * causticSpeed + pixelizedCoordinates);
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@@ -111,27 +101,23 @@ vec4 foam(vec2 pixelizedCoordinates, vec4 mainTexColor)
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return vec4(colorizedFoam.rgb, colorizedFoam.a * intensity);
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}
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// -----------------------------
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// Main fragment
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void main()
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{
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vec2 pixelizedCoordinates = pixelizeCoordinates(applyAspectRatio(fragTexCoord));
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vec2 pixelizedCoordinates = pixelizeCoordinates(fragWorldPos / noiseCoordinateScale);
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vec4 mainTex = texture(texture0, fragTexCoord);
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vec4 depthBasedWaterColor = texture(waterDepthGradient, vec2(1.0 - mainTex.b, 1.0));
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vec4 finalCaustics = caustics(pixelizedCoordinates);
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vec4 finalCaustics = caustics(pixelizedCoordinates);
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vec4 finalSpecular = specular(pixelizedCoordinates);
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vec4 finalFoam = foam(pixelizedCoordinates, mainTex);
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vec4 waterWithCausticLayer = mix(depthBasedWaterColor, finalCaustics, finalCaustics.a);
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vec4 waterWithCausticAndSpecularLayer = mix(waterWithCausticLayer, finalSpecular, ceil(finalCaustics.a) * finalSpecular.a);
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vec4 waterWithCausticAndSpecularAndFoamLayer = mix(waterWithCausticAndSpecularLayer, finalFoam, finalFoam.a);
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float outline = mainTex.a * mainTex.r;
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vec4 finalOutlineColor = outline * outlineColor;
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vec4 finalRGBColor = mix(waterWithCausticAndSpecularAndFoamLayer, finalOutlineColor, outline);
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finalColor = vec4(finalRGBColor.rgb, mainTex.b * generalTransparency);
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}
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+2
-1
@@ -5,6 +5,7 @@ in vec4 vertexColor;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec2 fragWorldPos;
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uniform mat4 mvp;
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@@ -12,6 +13,6 @@ void main()
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{
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragWorldPos = vertexPosition.xy;
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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Reference in New Issue
Block a user