fix river water direction2
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@@ -32,9 +32,6 @@ uniform float foam_roughness : hint_range(0.0, 1.0, 0.01) = 0.05;
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group_uniforms Wave;
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uniform sampler2D wave_texture;
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#if !USE_UNSHADED
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uniform sampler2D wave_normal_texture;
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#endif
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uniform float wave_softness : hint_range(0.0, 10.0, 0.1) = 3.0;
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uniform vec2 wave_scale = vec2(0.2);
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uniform vec2 wave_layer_scale = vec2(1.5);
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@@ -42,6 +39,7 @@ uniform float wave_highlight : hint_range(0.0, 1.0, 0.05) = 0.5;
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group_uniforms Wave.Motion;
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uniform vec2 wave_velocity = vec2(0.02);
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instance uniform vec2 river_flow_direction = vec2(0.0, 0.0);
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group_uniforms Foam;
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uniform sampler2D foam_texture;
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@@ -72,6 +70,7 @@ uniform float foam_exponent = 2.0;
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uniform sampler2D screen_texture : hint_screen_texture;
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varying vec3 world_pos;
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varying vec2 world_wave_velocity;
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#if USE_CAUSTICS
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vec3 sample_caustics(vec2 uv){
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@@ -103,17 +102,47 @@ vec4 sample_wave(sampler2D tex, vec2 uv, vec2 velocity, float lod){
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return wave2;
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}
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vec3 sample_wave_normal(vec2 uv, vec2 velocity, float center_wave) {
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vec2 normal_offset = vec2(0.25, 0.0);
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float wave_x = sample_wave(wave_texture, uv + normal_offset.xy, velocity, wave_softness).r;
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float wave_z = sample_wave(wave_texture, uv + normal_offset.yx, velocity, wave_softness).r;
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vec2 slope = vec2(center_wave - wave_x, center_wave - wave_z) * 0.35;
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return normalize(vec3(slope, 1.0)) * 0.5 + 0.5;
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}
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vec2 get_world_wave_velocity(mat4 model_matrix) {
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float velocity_length = length(wave_velocity);
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if (velocity_length <= 0.0001) {
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return vec2(0.0);
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}
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float flow_direction_length = length(river_flow_direction);
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if (flow_direction_length > 0.0001) {
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return (river_flow_direction / flow_direction_length) * velocity_length;
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}
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vec3 world_direction_3d = (model_matrix * vec4(0.0, 1.0, 0.0, 0.0)).xyz;
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vec2 world_direction = world_direction_3d.xz;
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float world_direction_length = length(world_direction);
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if (world_direction_length <= 0.0001) {
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return wave_velocity;
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}
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return (world_direction / world_direction_length) * velocity_length;
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}
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void vertex(){
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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world_wave_velocity = get_world_wave_velocity(MODEL_MATRIX);
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#if USE_DISPLACEMENT
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float wave = sample_wave(wave_texture, world_pos.xz, wave_velocity, wave_softness).r;
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float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
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VERTEX.y += wave*displacement_amount;
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#endif
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}
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void fragment() {
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float wave = sample_wave(wave_texture, world_pos.xz, wave_velocity, wave_softness).r;
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float wave = sample_wave(wave_texture, world_pos.xz, world_wave_velocity, wave_softness).r;
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wave = smoothstep(0.0,1.0,wave);
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vec2 screen_uv = SCREEN_UV;
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@@ -141,8 +170,8 @@ void fragment() {
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// Caustics
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#if USE_CAUSTICS
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vec3 caustics1 = sample_caustics(surface_uv + (TIME * -wave_velocity));
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vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (wave_velocity*0.5)));
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vec3 caustics1 = sample_caustics(surface_uv + (TIME * -world_wave_velocity));
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vec3 caustics2 = sample_caustics((surface_uv + (caustics1.r*0.05)) + (TIME * (world_wave_velocity*0.5)));
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vec3 caustics = caustics2 * (1.0 - depth);
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#endif
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@@ -170,7 +199,7 @@ void fragment() {
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color = mix(color, foam_color.rgb, foam);
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#if !USE_UNSHADED
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vec3 wave_normal_map = sample_wave(wave_normal_texture, world_pos.xz, wave_velocity, wave_softness).rgb;
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vec3 wave_normal_map = sample_wave_normal(world_pos.xz, world_wave_velocity, wave);
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NORMAL_MAP = wave_normal_map;
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#endif
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