fix river water direction2

This commit is contained in:
2026-05-10 18:44:43 +02:00
parent bcf854fd74
commit 8ceb6cb16b
2 changed files with 151 additions and 8 deletions

View File

@@ -32,9 +32,6 @@ uniform float foam_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
group_uniforms Wave;
uniform sampler2D wave_texture;
#if !USE_UNSHADED
uniform sampler2D wave_normal_texture;
#endif
uniform float wave_softness : hint_range(0.0, 10.0, 0.1) = 3.0;
uniform vec2 wave_scale = vec2(0.2);
uniform vec2 wave_layer_scale = vec2(1.5);
@@ -42,6 +39,7 @@ uniform float wave_highlight : hint_range(0.0, 1.0, 0.05) = 0.5;
group_uniforms Wave.Motion;
uniform vec2 wave_velocity = vec2(0.02);
instance uniform vec2 river_flow_direction = vec2(0.0, 0.0);
group_uniforms Foam;
uniform sampler2D foam_texture;
@@ -72,6 +70,7 @@ uniform float foam_exponent = 2.0;
uniform sampler2D screen_texture : hint_screen_texture;
varying vec3 world_pos;
varying vec2 world_wave_velocity;
#if USE_CAUSTICS
vec3 sample_caustics(vec2 uv){
@@ -103,17 +102,47 @@ vec4 sample_wave(sampler2D tex, vec2 uv, vec2 velocity, float lod){
return wave2;
}
vec3 sample_wave_normal(vec2 uv, vec2 velocity, float center_wave) {
vec2 normal_offset = vec2(0.25, 0.0);
float wave_x = sample_wave(wave_texture, uv + normal_offset.xy, velocity, wave_softness).r;
float wave_z = sample_wave(wave_texture, uv + normal_offset.yx, velocity, wave_softness).r;
vec2 slope = vec2(center_wave - wave_x, center_wave - wave_z) * 0.35;
return normalize(vec3(slope, 1.0)) * 0.5 + 0.5;
}
vec2 get_world_wave_velocity(mat4 model_matrix) {
float velocity_length = length(wave_velocity);
if (velocity_length <= 0.0001) {
return vec2(0.0);
}
float flow_direction_length = length(river_flow_direction);
if (flow_direction_length > 0.0001) {
return (river_flow_direction / flow_direction_length) * velocity_length;
}
vec3 world_direction_3d = (model_matrix * vec4(0.0, 1.0, 0.0, 0.0)).xyz;
vec2 world_direction = world_direction_3d.xz;
float world_direction_length = length(world_direction);
if (world_direction_length <= 0.0001) {
return wave_velocity;
}
return (world_direction / world_direction_length) * velocity_length;
}
void vertex(){
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
world_wave_velocity = get_world_wave_velocity(MODEL_MATRIX);
#if USE_DISPLACEMENT
float wave = sample_wave(wave_texture, world_pos.xz, wave_velocity, wave_softness).r;
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
VERTEX.y += wave*displacement_amount;
#endif
}
void fragment() {
float wave = sample_wave(wave_texture, world_pos.xz, wave_velocity, wave_softness).r;
float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
wave = smoothstep(0.0,1.0,wave);
vec2 screen_uv = SCREEN_UV;
@@ -141,8 +170,8 @@ void fragment() {
// Caustics
#if USE_CAUSTICS
vec3 caustics1 = sample_caustics(surface_uv + (TIME * -wave_velocity));
vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (wave_velocity*0.5)));
vec3 caustics1 = sample_caustics(surface_uv + (TIME * -world_wave_velocity));
vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (world_wave_velocity*0.5)));
vec3 caustics = caustics2 * (1.0 - depth);
#endif
@@ -170,7 +199,7 @@ void fragment() {
color = mix(color, foam_color.rgb, foam);
#if !USE_UNSHADED
vec3 wave_normal_map = sample_wave(wave_normal_texture, world_pos.xz, wave_velocity, wave_softness).rgb;
vec3 wave_normal_map = sample_wave_normal(world_pos.xz, world_wave_velocity, wave);
NORMAL_MAP = wave_normal_map;
#endif