mirror of
https://forgejo.xatacraft.ru/Sunshine/mkxp-sunshine.git
synced 2026-08-19 21:39:57 +00:00
67 lines
2.2 KiB
GLSL
67 lines
2.2 KiB
GLSL
uniform sampler2D texture;
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uniform sampler2D noiseTexture;
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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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float pnoise(vec2 P){
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vec2 uv = P;
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uv *= 0.025;
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uv -= floor(uv);
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return texture2D(noiseTexture, uv).x;
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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);
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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);
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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);
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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, 0.0);
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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, 0.0);
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frag.a = clamp(frag.a / 2.0, 0.0, 1.0);
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frag.rgb = clamp(frag.rgb, vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 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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