adding waves to water, improving water color, fixing underwater view

This commit is contained in:
2025-06-02 17:30:15 +02:00
parent f6decee5fa
commit f26ad5855d
10 changed files with 86 additions and 51 deletions

View File

@@ -37,7 +37,7 @@ fn main(input: VertOut) -> FragOut
discard;
const ambient = vec3[f32](0.1, 0.1, 0.1);
const directional_color = vec3[f32](5.0, 5.0, 5.0);
const directional_color = vec3[f32](2.5, 2.5, 2.5);
const specular_strength = 0.5;
let directional_vector = normalize(vec3[f32](1.0, 0.8, 0.75));

View File

@@ -65,9 +65,9 @@ option EnableRadialBlur: bool = true;
fn SampleRadialBlur(uv: vec2[f32]) -> vec4[f32]
{
const center = vec2[f32](0.5, 0.5);
const blur_strength: f32 = 0.01;
const blur_strength: f32 = 0.02;
const samples: i32 = 16;
const fade_start: f32 = -0.1;
const fade_start: f32 = 0.0;
let dir: vec2[f32] = uv - center;
let dist: f32 = length(dir);
@@ -83,7 +83,7 @@ fn SampleRadialBlur(uv: vec2[f32]) -> vec4[f32]
sample_uv -= step;
}
let color = accum_color / f32(samples);
let fade: f32 = clamp((dist - fade_start) / (1.0 - fade_start), 0.0, 1.0);
let fade: f32 = clamp((dist - fade_start) / (1.0 - fade_start) * 1.3, 0.0, 1.0);
return color * (1.0 - fade);
}
@@ -105,7 +105,7 @@ fn main(input: VertOut) -> FragOut
{
const fog_near: f32 = 0.9;
const fog_far: f32 = 1.0;
const fog_color: vec4[f32] = vec4[f32](0.0, 0.0, 0.25, 1.0);
const fog_color: vec4[f32] = vec4[f32](0.001, 0.003, 0.012, 1.0);
let fog_factor: f32 = (fog_far - depth) / (fog_far - fog_near);
fog_factor = clamp(fog_factor, 0.0, 1.0);
output.color = MixVec4f32(fog_color, output.color, fog_factor);

View File

@@ -5,7 +5,8 @@ struct VertOut
{
[location(0)] color: vec4[f32],
[location(1)] uv: vec2[f32],
[location(2)] time: f32,
[location(2)] normal: vec4[f32],
[location(3)] time: f32,
[builtin(position)] pos: vec4[f32]
}
@@ -33,7 +34,7 @@ fn main(input: VertOut) -> FragOut
if(input.color.a == 0.0)
discard;
let output: FragOut;
output.color = input.color * u_albedo.Sample(input.uv) * vec4[f32](sin(input.time), 1.0, cos(input.time), 1.0);
output.color = input.color * vec4[f32](u_albedo.Sample(input.uv).rgb * 0.25, 1.0);
return output;
}

View File

@@ -1,22 +1,24 @@
[nzsl_version("1.0")]
[feature(float64)]
module;
import ViewerData from ScopEngine.ViewerData;
struct VertIn
{
[location(0)] pos: vec4[f32],
[location(1)] color: vec4[f32],
[location(2)] normal: vec4[f32],
[location(3)] uv: vec2[f32]
[location(0)] pos: vec4[f32],
[location(1)] color: vec4[f32],
[location(2)] normal: vec4[f32],
[location(3)] uv: vec2[f32]
}
struct VertOut
{
[location(0)] color: vec4[f32],
[location(1)] uv: vec2[f32],
[location(2)] time: f32,
[builtin(position)] pos: vec4[f32]
[location(0)] color: vec4[f32],
[location(1)] uv: vec2[f32],
[location(2)] normal: vec4[f32],
[location(3)] time: f32,
[builtin(position)] pos: vec4[f32]
}
struct ModelData
@@ -27,23 +29,32 @@ struct ModelData
struct CustomData
{
time: f32,
time: f64,
}
external
{
[set(0), binding(0)] viewer_data: uniform[ViewerData],
[set(0), binding(1)] data: uniform[CustomData],
model: push_constant[ModelData]
[set(0), binding(0)] viewer_data: uniform[ViewerData],
[set(0), binding(1)] data: uniform[CustomData],
model: push_constant[ModelData]
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let output: VertOut;
output.color = input.color;
output.uv = input.uv;
output.time = data.time;
output.pos = viewer_data.view_proj_matrix * model.matrix * input.pos;
return output;
let position = model.matrix * vec4[f32](input.pos.xyz, 1.0);
if(input.pos.w == 0.0)
{
const speed: f32 = 0.003;
position.y -= 0.2;
position.y += (sin(position.x + f32(data.time) * speed) + sin(position.z + f32(data.time) * speed)) * 0.05;
}
let output: VertOut;
output.color = input.color;
output.uv = input.uv;
output.normal = input.normal;
output.time = f32(data.time);
output.pos = viewer_data.view_proj_matrix * position;
return output;
}