From 03733a30b0c45a704010b43d61bd4c0fa17f74b4 Mon Sep 17 00:00:00 2001 From: wareya Date: Tue, 26 Oct 2021 03:07:33 +0000 Subject: [PATCH 1/3] Update water_fragment.glsl --- files/shaders/water_fragment.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index ac12b355ee..8d608e53c4 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -105,11 +105,11 @@ vec4 circle(vec2 coords, vec2 uv, float adjusted_time) float height = blip(ringfollower); vec4 ret = vec4(normal.x, normal.y, height, height); ret.xyw *= energy; - ret.xyz = normalize(ret.xyz); + ret.xyz = normalize(ret.x, ret.y, ret.z+0.001); return ret; } -const float RAIN_RING_TIME_OFFSET = 1/6.0; +const float RAIN_RING_TIME_OFFSET = 1.0/6.0; vec4 rain(vec2 uv, float time) { vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS); From 1ff2b105110451b63adab5f048a5aef6fa5afd0e Mon Sep 17 00:00:00 2001 From: wareya Date: Wed, 27 Oct 2021 15:09:50 +0000 Subject: [PATCH 2/3] Fix hard rain ripple seams and broken shader compilation --- files/shaders/water_fragment.glsl | 42 ++++++++++++++++++++----------- 1 file changed, 27 insertions(+), 15 deletions(-) diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index 8d608e53c4..929bdd603d 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -85,7 +85,7 @@ float blipDerivative(float x) vec2 randomize_center(vec2 i_part, float time) { - time = 1.0 + mod(time, 10000.0); // so things don't get out of hand after long runtimes + time = 0.5 + mod(time/1000.0, 1.0)*0.5; vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part*time) - 1.0); return center; } @@ -99,13 +99,15 @@ vec4 circle(vec2 coords, vec2 uv, float adjusted_time) float d = length(toCenter); float ringfollower = (phase-d/r)*6.0-1.0; float energy = 1.0-phase; - energy = energy*energy; + float range = blip(min(0.0, ringfollower)); vec2 normal = -toCenter*blipDerivative(ringfollower)*5.0; + // for fake specularity float height = blip(ringfollower); - vec4 ret = vec4(normal.x, normal.y, height, height); - ret.xyw *= energy; - ret.xyz = normalize(ret.x, ret.y, ret.z+0.001); + vec4 ret = vec4(normal.x, normal.y, 0.5, height); + ret.xyw *= energy*energy*range; + // do energy adjustment here rather than later, so that we can use the w component for fake specularity + ret.xyz = normalize(ret.xyz) * energy*range; return ret; } @@ -115,12 +117,18 @@ vec4 rain(vec2 uv, float time) vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS); float time_prog = time * 1.2 + randPhase(i_part); vec2 f_part = fract(uv * RAIN_RIPPLE_GAPS); - return circle(f_part, uv, time_prog) - - circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET) / 4.0 - + circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET*2.0) / 8.0 - - circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET*3.0) / 16.0; + vec4 a = circle(f_part, uv, time_prog); + vec4 b = circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET); + vec4 c = circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET*2.0); + vec4 d = circle(f_part, uv, time_prog - RAIN_RING_TIME_OFFSET*3.0); + vec4 ret = a - b /2.0 + c /4.0 - d /8.0; + // z should always point up + ret.z = a.z + b.z/2.0 + c.z/4.0 + d.z/8.0; + // fake specularity looks weird if we use every single ring, also if the inner rings are too bright + ret.w = a.w + c.w/8.0; + return ret; } -vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and ripple height in w +vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and ripple energy in w { return rain(uv,time) + @@ -217,11 +225,13 @@ void main(void) vec4 rainRipple; if (rainIntensity > 0.01) - rainRipple = rainCombined(position.xy / 1000.0,waterTimer) * clamp(rainIntensity,0.0,1.0); + rainRipple = rainCombined(position.xy/1000.0, waterTimer) * clamp(rainIntensity, 0.0, 1.0); else rainRipple = vec4(0.0); - vec3 rippleAdd = rainRipple.xyz * abs(rainRipple.w) * 10.0; + vec3 rippleAdd = rainRipple.xyz * 10.0; + // artificial specularity to make rain ripples more noticeable + float rainSpecular = abs(rainRipple.w); vec2 bigWaves = vec2(BIG_WAVES_X,BIG_WAVES_Y); vec2 midWaves = mix(vec2(MID_WAVES_X,MID_WAVES_Y),vec2(MID_WAVES_RAIN_X,MID_WAVES_RAIN_Y),rainIntensity); @@ -289,7 +299,7 @@ void main(void) vec3 scatterColour = mix(SCATTER_COLOUR*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0)); vec3 lR = reflect(lVec, lNormal); float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0); - gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.xyz + vec3(abs(rainRipple.w)) * 0.2; + gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.xyz + vec3(rainSpecular) * 0.3; gl_FragData[0].w = 1.0; // wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping @@ -302,7 +312,7 @@ void main(void) shoreOffset = clamp(mix(shoreOffset, 1.0, clamp(linearDepth / WOBBLY_SHORE_FADE_DISTANCE, 0.0, 1.0)), 0.0, 1.0); gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset); #else - gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.xyz + vec3(abs(rainRipple.w)) * 0.7; + gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.xyz + vec3(rainSpecular) * 0.7; gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0); #endif @@ -312,7 +322,9 @@ void main(void) #else float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); #endif - gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); + gl_FragData[0].xyz = mix(gl_FragData[0].xyz, gl_Fog.color.xyz, fogValue); + + applyShadowDebugOverlay(); } From 73e6df1fa3ebf68370151e31427623b861b76d22 Mon Sep 17 00:00:00 2001 From: wareya Date: Thu, 28 Oct 2021 11:51:22 +0000 Subject: [PATCH 3/3] Make random displacement more random and double raindrop density in each axis (4x the raindrops) --- files/shaders/water_fragment.glsl | 19 +++++++++++++------ 1 file changed, 13 insertions(+), 6 deletions(-) diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index 929bdd603d..b5d47437c2 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -55,11 +55,19 @@ const float WOBBLY_SHORE_FADE_DISTANCE = 6200.0; // fade out wobbly shores to // ---------------- rain ripples related stuff --------------------- -const float RAIN_RIPPLE_GAPS = 5.0; -const float RAIN_RIPPLE_RADIUS = 0.1; +const float RAIN_RIPPLE_GAPS = 10.0; +const float RAIN_RIPPLE_RADIUS = 0.2; -vec2 randOffset(vec2 c) +float scramble(float x, float z) { + return mod(pow(x*3.0+1.0, z), 1.0); +} + +vec2 randOffset(vec2 c, float time) +{ + time = mod(time/1000.0, 1.0); + c.x *= scramble(scramble(time + c.x/1000.0, 4.0), 3.0) + 1.0; + c.y *= scramble(scramble(time + c.y/1000.0, 3.5), 3.0) + 1.0; return fract(vec2( c.x * c.y / 8.0 + c.y * 0.3 + c.x * 0.2, c.x * c.y / 14.0 + c.y * 0.5 + c.x * 0.7)); @@ -85,8 +93,7 @@ float blipDerivative(float x) vec2 randomize_center(vec2 i_part, float time) { - time = 0.5 + mod(time/1000.0, 1.0)*0.5; - vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part*time) - 1.0); + vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part, time) - 1.0); return center; } @@ -128,7 +135,7 @@ vec4 rain(vec2 uv, float time) ret.w = a.w + c.w/8.0; return ret; } -vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and ripple energy in w +vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and fake specularity in w { return rain(uv,time) +