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@@ -46,6 +46,43 @@ float smoothTriangleWave(float x)
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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}
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+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
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+ MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
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+ MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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+
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+//
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+// Simple, fast noise function.
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+// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
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+//
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+vec4 perm(vec4 x)
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+{
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+ return mod(((x * 34.0) + 1.0) * x, 289.0);
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+}
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+
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+float snoise(vec3 p)
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+{
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+ vec3 a = floor(p);
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+ vec3 d = p - a;
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+ d = d * d * (3.0 - 2.0 * d);
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+
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+ vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
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+ vec4 k1 = perm(b.xyxy);
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+ vec4 k2 = perm(k1.xyxy + b.zzww);
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+
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+ vec4 c = k2 + a.zzzz;
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+ vec4 k3 = perm(c);
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+ vec4 k4 = perm(c + 1.0);
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+
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+ vec4 o1 = fract(k3 * (1.0 / 41.0));
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+ vec4 o2 = fract(k4 * (1.0 / 41.0));
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+
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+ vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
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+ vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
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+
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+ return o4.y * d.y + o4.x * (1.0 - d.y);
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+}
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+
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+#endif
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void main(void)
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{
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@@ -65,7 +102,8 @@ void main(void)
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float disp_x;
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float disp_z;
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-#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || \
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+ (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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vec4 pos2 = mWorld * gl_Vertex;
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float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
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disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
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@@ -75,12 +113,22 @@ float disp_z;
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
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#endif
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+ worldPosition = (mWorld * gl_Vertex).xyz;
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-#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
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+ MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
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+ MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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+ // Generate waves with Perlin-type noise.
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+ // The constants are calibrated such that they roughly
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+ // correspond to the old sine waves.
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vec4 pos = gl_Vertex;
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- pos.y -= 2.0;
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- float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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- pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
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+ vec3 wavePos = worldPosition + cameraOffset;
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+ // The waves are slightly compressed along the z-axis to get
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+ // wave-fronts along the x-axis.
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+ wavePos.x /= WATER_WAVE_LENGTH * 3;
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+ wavePos.z /= WATER_WAVE_LENGTH * 2;
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+ wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
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+ pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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@@ -101,7 +149,6 @@ float disp_z;
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vPosition = gl_Position.xyz;
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- worldPosition = (mWorld * gl_Vertex).xyz;
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// Don't generate heightmaps when too far from the eye
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float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);
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