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Shaders: use triple-frequency waving for leaves and plants
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4967e483b6
commit
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@ -15,23 +15,30 @@ varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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varying vec3 tsLightVec;
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varying float area_enable_parallax;
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varying float area_enable_parallax;
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varying float disp;
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const float e = 2.718281828459;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float BS = 10.0;
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float smoothCurve(float x)
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float smoothCurve(float x)
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{
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{
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return x * x * (3.0 - 2.0 * x);
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return x * x * (3.0 - 2.0 * x);
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}
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}
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float triangleWave(float x)
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float triangleWave(float x)
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{
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{
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return abs(fract(x + 0.5) * 2.0 - 1.0);
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return abs(fract(x + 0.5) * 2.0 - 1.0);
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}
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}
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float smoothTriangleWave(float x)
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float smoothTriangleWave(float x)
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{
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{
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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}
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}
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void main(void)
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void main(void)
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{
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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@ -47,48 +54,39 @@ void main(void)
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area_enable_parallax = 0.0;
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area_enable_parallax = 0.0;
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#endif
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#endif
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#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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vec4 pos2 = mWorld * gl_Vertex;
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float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
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disp = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
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smoothTriangleWave(animationTimer * 29.0 + tOffset) +
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9;
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#endif
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#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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vec4 pos = gl_Vertex;
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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pos.y -= 2.0;
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
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pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
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gl_Position = mWorldViewProj * pos;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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pos.x += disp * 0.1;
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pos.y += disp * 0.1;
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/*
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pos.z += disp;
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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* And bufferize calcul to a float
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*/
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float pos2XpZ = pos2.x + pos2.z;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
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gl_Position = mWorldViewProj * pos;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = gl_Vertex;
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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if (gl_TexCoord[0].y < 0.05) {
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/*
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pos.z += disp;
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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* And bufferize calcul to a float
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*/
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float pos2XpZ = pos2.x + pos2.z;
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
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}
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}
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gl_Position = mWorldViewProj * pos;
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gl_Position = mWorldViewProj * pos;
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#else
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#else
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gl_Position = mWorldViewProj * gl_Vertex;
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gl_Position = mWorldViewProj * gl_Vertex;
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#endif
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#endif
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vPosition = gl_Position.xyz;
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vPosition = gl_Position.xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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