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			29 lines
		
	
	
	
		
			894 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			29 lines
		
	
	
	
		
			894 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#ifndef LIB_WATER_RIPPLES
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#define LIB_WATER_RIPPLES
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float getTemporalWaveSizeMultiplier(in float time)
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{
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    return 1.0 + 0.055 * sin(16.0 * time) + 0.065 * sin(12.87645 * time);
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}
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vec4 applySprings(in vec4 samplerData, in vec4 n, in vec4 n2)
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{
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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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    // Apply 2d wave equation with dampening
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    // Continous impulse needed to maintain simulation, otherwise ripples will fade
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    float nsum = n.x + n.y + n.z + n.w;
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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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    return storage;
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}
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#endif
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