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ripple tweaks
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f456978cc3
commit
c1a9294e17
2 changed files with 5 additions and 5 deletions
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@ -23,7 +23,7 @@ void main()
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for (int i = 0; i < positionCount; ++i)
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{
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float wavesize = wavesizeMultiplier * positions[i].z;
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float displace = clamp(2.0 * abs(length((positions[i].xy + offset) - vec2(gl_GlobalInvocationID.xy)) / wavesize - 1.0), 0.0, 1.0);
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float displace = clamp(0.2 * abs(length((positions[i].xy + offset) - vec2(gl_GlobalInvocationID.xy)) / wavesize - 1.0) + 0.8, 0.0, 1.0);
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color.rg = mix(vec2(-1.0), color.rg, displace);
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}
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@ -11,9 +11,9 @@ vec4 applySprings(in vec4 samplerData, in vec4 n, in vec4 n2)
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vec4 storage = vec4(0.0, samplerData.r, 0.0, 0.0);
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// Tweak to look most like water, not a physically accurate simulation
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const float a = 0.14;
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const float udamp = 0.02;
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const float vdamp = 0.02;
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const float a = 0.28;
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const float udamp = 0.04;
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const float vdamp = 0.04;
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// Apply 2d wave equation with dampening
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// Continous impulse needed to maintain simulation, otherwise ripples will fade
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@ -21,7 +21,7 @@ vec4 applySprings(in vec4 samplerData, in vec4 n, in vec4 n2)
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storage.r = a * nsum + ((2.0 - udamp - vdamp) - 4.0 * a) * samplerData.r - (1.0 - vdamp) * samplerData.g;
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// Calculate normal and store in blue-alpha channel
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storage.ba = 2.0 * (n.xy - n.zw) + 0.5 * (n2.xy - n2.zw);
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storage.ba = 2.0 * (n.xz - n.yw) + 0.5 * (n2.xz - n2.yw);
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return storage;
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}
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