From 54a2bf1ba85d84a0f27b221a325a07733e6419d2 Mon Sep 17 00:00:00 2001 From: Anuken Date: Fri, 3 Apr 2020 22:42:46 -0400 Subject: [PATCH] Smoother/faster water shader --- core/assets/shaders/water.frag | 51 ++++++---------------------------- 1 file changed, 8 insertions(+), 43 deletions(-) diff --git a/core/assets/shaders/water.frag b/core/assets/shaders/water.frag index bd3e2103e6..17fd7e98f2 100644 --- a/core/assets/shaders/water.frag +++ b/core/assets/shaders/water.frag @@ -12,66 +12,31 @@ uniform float time; varying vec4 v_color; varying vec2 v_texCoord; -vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } - -float snoise(vec2 v){ - const vec4 C = vec4(0.211324865405187, 0.366025403784439, - -0.577350269189626, 0.024390243902439); - vec2 i = floor(v + dot(v, C.yy) ); - vec2 x0 = v - i + dot(i, C.xx); - vec2 i1; - i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); - vec4 x12 = x0.xyxy + C.xxzz; - x12.xy -= i1; - i = mod(i, 289.0); - vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) - + i.x + vec3(0.0, i1.x, 1.0 )); - vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), - dot(x12.zw,x12.zw)), 0.0); - m = m*m ; - m = m*m ; - vec3 x = 2.0 * fract(p * C.www) - 1.0; - vec3 h = abs(x) - 0.5; - vec3 ox = floor(x + 0.5); - vec3 a0 = x - ox; - m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); - vec3 g; - g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * x12.xz + h.yz * x12.yw; - return 130.0 * dot(m, g); -} - void main() { vec2 c = v_texCoord.xy; - vec4 color = texture2D(u_texture, c) * v_color; vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y); vec2 coords = vec2(c.x / v.x + camerapos.x, c.y / v.y + camerapos.y); float stime = time / 5.0; - float mscl = 30.0; - float mth = 5.0; + float mscl = 40.0; + float mth = 7.0; - color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0); - color.a = 1.0; + vec3 color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)).rgb * vec3(0.9, 0.9, 1); - float n1 = snoise(coords / 40.0 + vec2(time) / 200.0); - float n2 = snoise((coords + vec2(632.0)) / 25.0 + vec2(0.0, -time) / 190.0); - - float r = (n1 + n2) * 3.0; - float tester = mod(float(int(coords.x + coords.y*1.1 + sin(stime / 8.0 + coords.x/5.0 - coords.y/100.0)*2.0)) + + float r = 0.0; + float tester = mod((coords.x + coords.y*1.1 + sin(stime / 8.0 + coords.x/5.0 - coords.y/100.0)*2.0) + sin(stime / 20.0 + coords.y/3.0) * 1.0 + - sin(stime / 10.0 + coords.y/2.0) * 2.0 + + sin(stime / 10.0 - coords.y/2.0) * 2.0 + sin(stime / 7.0 + coords.y/1.0) * 0.5 + - sin(coords.x + coords.y) + + sin(coords.x / 3.0 + coords.y / 2.0) + sin(stime / 20.0 + coords.x/4.0) * 1.0, mscl) + r; if(tester < mth){ color *= 1.2; - color.a = 1.0; } - gl_FragColor = color; + gl_FragColor = vec4(color.rgb, 1.0); } \ No newline at end of file