mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 13:29:54 +00:00
117 lines
3.2 KiB
GLSL
117 lines
3.2 KiB
GLSL
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uniform sampler2D texture;
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uniform float uTime;
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uniform float aniIndex;
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varying vec2 v_texCoord;
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varying vec2 worldCoord;
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uniform vec2 texSizeInv;
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const float WATER_DISTORTION = 0.75;
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const float atAreaW = 96.0;
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const float atAreaH = 128.0*7.0;
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const float SpriteAreaH = 128.0;
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const float atAniOffset = 32.0*3.0;
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const vec2 AtlasSize = vec2(96.0, 128.0);
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vec4 mod289(vec4 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x)
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{
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec2 fade(vec2 t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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float pnoise(vec2 P)
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{
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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vec4 ix = Pi.xzxz;
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vec4 iy = Pi.yyww;
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vec4 fx = Pf.xzxz;
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vec4 fy = Pf.yyww;
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vec4 i = permute(permute(ix) + iy);
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vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
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vec4 gy = abs(gx) - 0.5 ;
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vec4 tx = floor(gx + 0.5);
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gx = gx - tx;
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vec2 g00 = vec2(gx.x,gy.x);
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vec2 g10 = vec2(gx.y,gy.y);
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vec2 g01 = vec2(gx.z,gy.z);
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vec2 g11 = vec2(gx.w,gy.w);
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vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, vec2(fx.x, fy.x));
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float n10 = dot(g10, vec2(fx.y, fy.y));
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float n01 = dot(g01, vec2(fx.z, fy.z));
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float n11 = dot(g11, vec2(fx.w, fy.w));
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vec2 fade_xy = fade(Pf.xy);
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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void main(){
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vec4 textureColor = texture2D(texture, v_texCoord);
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vec2 paletteUv = floor(v_texCoord / texSizeInv / AtlasSize) * AtlasSize;
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vec4 waterColor1 = texture2D(texture, (vec2(33.0, 1.0) + paletteUv) * texSizeInv) / 2.0;
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vec4 waterColor2 = texture2D(texture, (vec2(35.0, 1.0) + paletteUv) * texSizeInv) / 2.0;
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vec4 waterColor3 = texture2D(texture, (vec2(37.0, 1.0) + paletteUv) * texSizeInv) / 2.0;
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vec4 waterColorCheck = texture2D(texture, (vec2(33.0, 31.0) + paletteUv) * texSizeInv);
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vec2 uv = worldCoord / 16.0 * vec2(1.0, 4.0);
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uv = floor(uv * vec2(8.0, 2.0)) / vec2(8.0, 2.0);
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float noise = (pnoise(uv) + 1.0) / 2.0;
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float offsetTime = uTime + 100.0;
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vec2 uv1 = uv - vec2(offsetTime, offsetTime * 0.5 + 0.5) * 0.56;
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float noise1 = (pnoise(uv1 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise) + 1.0) / 2.0;
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float p = pow(noise1 + 0.2, 10.0);
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vec2 uv2 = uv - vec2(offsetTime - 1.5, -offsetTime * 0.5) * 0.24;
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float noise2 = (pnoise(uv2 + vec2(WATER_DISTORTION, -WATER_DISTORTION) * noise) + 1.0) / 2.0;
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float p2 = pow(noise2 + 0.2, 10.0);
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vec4 frag = mix(vec4(waterColor1.rgb, 1.0), vec4(waterColor2.rgb, 1.0), noise1) + vec4(vec3(mix(p, 1.0, textureColor.r)) * waterColor3.rgb, 1.0);
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frag += mix(vec4(waterColor1.rgb, 1.0), vec4(waterColor2.rgb, 1.0), noise2) + vec4(vec3(mix(p2, 1.0, textureColor.r)) * waterColor3.rgb, 1.0);
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float isWater = float(
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waterColorCheck == vec4(1, 0, 0, 1)
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&& abs(textureColor.r - textureColor.g) < 0.02
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&& abs(textureColor.g - textureColor.b) < 0.02
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&& textureColor.a > 0.05
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&& waterColor2.a > 0.05
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);
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gl_FragColor = mix(textureColor, frag, isWater);
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}
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