Shaders: use triple-frequency waving for leaves and plants

This commit is contained in:
paramat 2015-09-07 21:48:58 +02:00 committed by est31
parent 4967e483b6
commit 0b87556048

@ -15,23 +15,30 @@ varying vec3 lightVec;
varying vec3 tsEyeVec; varying vec3 tsEyeVec;
varying vec3 tsLightVec; varying vec3 tsLightVec;
varying float area_enable_parallax; varying float area_enable_parallax;
varying float disp;
const float e = 2.718281828459; const float e = 2.718281828459;
const float BS = 10.0; const float BS = 10.0;
float smoothCurve(float x) float smoothCurve(float x)
{ {
return x * x * (3.0 - 2.0 * x); return x * x * (3.0 - 2.0 * x);
} }
float triangleWave(float x) float triangleWave(float x)
{ {
return abs(fract(x + 0.5) * 2.0 - 1.0); return abs(fract(x + 0.5) * 2.0 - 1.0);
} }
float smoothTriangleWave(float x) float smoothTriangleWave(float x)
{ {
return smoothCurve(triangleWave(x)) * 2.0 - 1.0; return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
} }
void main(void) void main(void)
{ {
gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[0] = gl_MultiTexCoord0;
@ -47,48 +54,39 @@ void main(void)
area_enable_parallax = 0.0; area_enable_parallax = 0.0;
#endif #endif
#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
#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 = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
smoothTriangleWave(animationTimer * 29.0 + tOffset) +
smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9;
#endif
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
pos.y -= 2.0; pos.y -= 2.0;
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); 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; pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex; pos.x += disp * 0.1;
pos.y += disp * 0.1;
/* pos.z += disp;
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
* And bufferize calcul to a float
*/
float pos2XpZ = pos2.x + pos2.z;
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) { if (gl_TexCoord[0].y < 0.05) {
/* pos.z += disp;
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
* And bufferize calcul to a float
*/
float pos2XpZ = pos2.x + pos2.z;
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
} }
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#else #else
gl_Position = mWorldViewProj * gl_Vertex; gl_Position = mWorldViewProj * gl_Vertex;
#endif #endif
vPosition = gl_Position.xyz; vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz; worldPosition = (mWorld * gl_Vertex).xyz;