chore: remove dead code, document water shader wave parameters

- Delete 4 legacy GLSL 330 shaders (basic.vert/frag, terrain.vert/frag)
  left over from OpenGL→Vulkan migration — Vulkan equivalents exist as
  *.glsl files compiled to SPIR-V by the build system
- Delete orphaned mpq_manager.hpp/cpp (694 lines) — not in CMakeLists,
  not included by any file, unreferenced StormLib integration attempt
- Add comments to water.frag.glsl wave constants explaining the
  multi-octave noise design: non-axis-aligned directions prevent tiling,
  frequency increases and amplitude decreases per octave for natural
  water appearance
This commit is contained in:
Kelsi 2026-03-30 18:50:14 -07:00
parent 529985a961
commit 1e06ea86d7
7 changed files with 10 additions and 934 deletions

View file

@ -1,38 +0,0 @@
#version 330 core
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
out vec4 FragColor;
uniform vec3 uLightPos;
uniform vec3 uViewPos;
uniform vec4 uColor;
uniform sampler2D uTexture;
uniform bool uUseTexture;
void main() {
// Ambient
vec3 ambient = 0.3 * vec3(1.0);
// Diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(uLightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = diff * vec3(1.0);
// Specular
vec3 viewDir = normalize(uViewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32.0);
vec3 specular = 0.5 * spec * vec3(1.0);
vec3 result = (ambient + diffuse + specular);
if (uUseTexture) {
FragColor = texture(uTexture, TexCoord) * vec4(result, 1.0);
} else {
FragColor = uColor * vec4(result, 1.0);
}
}

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@ -1,22 +0,0 @@
#version 330 core
layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
void main() {
FragPos = vec3(uModel * vec4(aPosition, 1.0));
// Use mat3(uModel) directly - avoids expensive inverse() per vertex
Normal = mat3(uModel) * aNormal;
TexCoord = aTexCoord;
gl_Position = uProjection * uView * vec4(FragPos, 1.0);
}

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@ -1,146 +0,0 @@
#version 330 core
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
in vec2 LayerUV;
out vec4 FragColor;
// Texture layers (up to 4)
uniform sampler2D uBaseTexture;
uniform sampler2D uLayer1Texture;
uniform sampler2D uLayer2Texture;
uniform sampler2D uLayer3Texture;
// Alpha maps for blending
uniform sampler2D uLayer1Alpha;
uniform sampler2D uLayer2Alpha;
uniform sampler2D uLayer3Alpha;
// Layer control
uniform int uLayerCount;
uniform bool uHasLayer1;
uniform bool uHasLayer2;
uniform bool uHasLayer3;
// Lighting
uniform vec3 uLightDir;
uniform vec3 uLightColor;
uniform vec3 uAmbientColor;
// Camera
uniform vec3 uViewPos;
// Fog
uniform vec3 uFogColor;
uniform float uFogStart;
uniform float uFogEnd;
// Shadow mapping
uniform sampler2DShadow uShadowMap;
uniform mat4 uLightSpaceMatrix;
uniform bool uShadowEnabled;
uniform float uShadowStrength;
float calcShadow() {
vec4 lsPos = uLightSpaceMatrix * vec4(FragPos, 1.0);
vec3 proj = lsPos.xyz / lsPos.w * 0.5 + 0.5;
if (proj.z > 1.0) return 1.0;
float edgeDist = max(abs(proj.x - 0.5), abs(proj.y - 0.5));
float coverageFade = 1.0 - smoothstep(0.40, 0.49, edgeDist);
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-uLightDir);
float bias = max(0.005 * (1.0 - dot(norm, lightDir)), 0.001);
// 5-tap PCF tuned for slightly sharper detail while keeping stability.
vec2 texel = vec2(1.0 / 2048.0);
float ref = proj.z - bias;
vec2 off = texel * 0.7;
float shadow = 0.0;
shadow += texture(uShadowMap, vec3(proj.xy, ref)) * 0.55;
shadow += texture(uShadowMap, vec3(proj.xy + vec2(off.x, 0.0), ref)) * 0.1125;
shadow += texture(uShadowMap, vec3(proj.xy - vec2(off.x, 0.0), ref)) * 0.1125;
shadow += texture(uShadowMap, vec3(proj.xy + vec2(0.0, off.y), ref)) * 0.1125;
shadow += texture(uShadowMap, vec3(proj.xy - vec2(0.0, off.y), ref)) * 0.1125;
return mix(1.0, shadow, coverageFade);
}
float sampleAlpha(sampler2D tex, vec2 uv) {
// Slight blur near alpha-map borders to hide seams between chunks.
vec2 edge = min(uv, 1.0 - uv);
float border = min(edge.x, edge.y);
float doBlur = step(border, 2.0 / 64.0); // within ~2 texels of edge
if (doBlur < 0.5) {
return texture(tex, uv).r;
}
vec2 texel = vec2(1.0 / 64.0);
float a = 0.0;
a += texture(tex, uv + vec2(-texel.x, 0.0)).r;
a += texture(tex, uv + vec2(texel.x, 0.0)).r;
a += texture(tex, uv + vec2(0.0, -texel.y)).r;
a += texture(tex, uv + vec2(0.0, texel.y)).r;
return a * 0.25;
}
void main() {
// Sample base texture
vec4 baseColor = texture(uBaseTexture, TexCoord);
vec4 finalColor = baseColor;
// Apply texture layers with alpha blending
// TexCoord = tiling UVs for texture sampling (repeats across chunk)
// LayerUV = 0-1 per-chunk UVs for alpha map sampling
float a1 = uHasLayer1 ? sampleAlpha(uLayer1Alpha, LayerUV) : 0.0;
float a2 = uHasLayer2 ? sampleAlpha(uLayer2Alpha, LayerUV) : 0.0;
float a3 = uHasLayer3 ? sampleAlpha(uLayer3Alpha, LayerUV) : 0.0;
// Normalize weights to reduce quilting seams at chunk borders.
float w0 = 1.0;
float w1 = a1;
float w2 = a2;
float w3 = a3;
float sum = w0 + w1 + w2 + w3;
if (sum > 0.0) {
w0 /= sum; w1 /= sum; w2 /= sum; w3 /= sum;
}
finalColor = baseColor * w0;
if (uHasLayer1) {
vec4 layer1Color = texture(uLayer1Texture, TexCoord);
finalColor += layer1Color * w1;
}
if (uHasLayer2) {
vec4 layer2Color = texture(uLayer2Texture, TexCoord);
finalColor += layer2Color * w2;
}
if (uHasLayer3) {
vec4 layer3Color = texture(uLayer3Texture, TexCoord);
finalColor += layer3Color * w3;
}
// Normalize normal
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-uLightDir);
// Ambient lighting
vec3 ambient = uAmbientColor * finalColor.rgb;
// Diffuse lighting (two-sided for terrain hills)
float diff = abs(dot(norm, lightDir));
diff = max(diff, 0.2); // Minimum light to prevent completely dark faces
vec3 diffuse = diff * uLightColor * finalColor.rgb;
// Shadow
float shadow = uShadowEnabled ? calcShadow() : 1.0;
shadow = mix(1.0, shadow, clamp(uShadowStrength, 0.0, 1.0));
// Combine lighting (terrain is purely diffuse — no specular on ground)
vec3 result = ambient + shadow * diffuse;
// Apply fog
float distance = length(uViewPos - FragPos);
float fogFactor = clamp((uFogEnd - distance) / (uFogEnd - uFogStart), 0.0, 1.0);
result = mix(uFogColor, result, fogFactor);
FragColor = vec4(result, 1.0);
}

View file

@ -1,28 +0,0 @@
#version 330 core
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(location = 3) in vec2 aLayerUV;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoord;
out vec2 LayerUV;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
void main() {
vec4 worldPos = uModel * vec4(aPosition, 1.0);
FragPos = worldPos.xyz;
// Terrain uses identity model matrix, so normal passes through directly
Normal = aNormal;
TexCoord = aTexCoord;
LayerUV = aLayerUV;
gl_Position = uProjection * uView * worldPos;
}

View file

@ -47,12 +47,16 @@ layout(location = 0) out vec4 outColor;
// Dual-scroll detail normals (multi-octave ripple overlay)
// ============================================================
vec3 dualScrollWaveNormal(vec2 p, float time) {
vec2 d1 = normalize(vec2(0.86, 0.51));
vec2 d2 = normalize(vec2(-0.47, 0.88));
vec2 d3 = normalize(vec2(0.32, -0.95));
float f1 = 0.19, f2 = 0.43, f3 = 0.72;
float s1 = 0.95, s2 = 1.73, s3 = 2.40;
float a1 = 0.22, a2 = 0.10, a3 = 0.05;
// Three wave octaves at different angles, frequencies, and speeds.
// Directions are non-axis-aligned to prevent visible tiling patterns.
// Frequency increases and amplitude decreases per octave (standard
// multi-octave noise layering for natural water appearance).
vec2 d1 = normalize(vec2(0.86, 0.51)); // ~30° from +X
vec2 d2 = normalize(vec2(-0.47, 0.88)); // ~118° (opposing cross-wave)
vec2 d3 = normalize(vec2(0.32, -0.95)); // ~-71° (third axis for variety)
float f1 = 0.19, f2 = 0.43, f3 = 0.72; // spatial frequency (higher = tighter ripples)
float s1 = 0.95, s2 = 1.73, s3 = 2.40; // scroll speed (higher octaves move faster)
float a1 = 0.22, a2 = 0.10, a3 = 0.05; // amplitude (decreasing for natural falloff)
vec2 p1 = p + d1 * (time * s1 * 4.0);
vec2 p2 = p + d2 * (time * s2 * 4.0);