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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
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7 changed files with 10 additions and 934 deletions
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@ -47,12 +47,16 @@ layout(location = 0) out vec4 outColor;
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// Dual-scroll detail normals (multi-octave ripple overlay)
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// ============================================================
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vec3 dualScrollWaveNormal(vec2 p, float time) {
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vec2 d1 = normalize(vec2(0.86, 0.51));
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vec2 d2 = normalize(vec2(-0.47, 0.88));
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vec2 d3 = normalize(vec2(0.32, -0.95));
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float f1 = 0.19, f2 = 0.43, f3 = 0.72;
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float s1 = 0.95, s2 = 1.73, s3 = 2.40;
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float a1 = 0.22, a2 = 0.10, a3 = 0.05;
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// Three wave octaves at different angles, frequencies, and speeds.
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// Directions are non-axis-aligned to prevent visible tiling patterns.
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// Frequency increases and amplitude decreases per octave (standard
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// multi-octave noise layering for natural water appearance).
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vec2 d1 = normalize(vec2(0.86, 0.51)); // ~30° from +X
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vec2 d2 = normalize(vec2(-0.47, 0.88)); // ~118° (opposing cross-wave)
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vec2 d3 = normalize(vec2(0.32, -0.95)); // ~-71° (third axis for variety)
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float f1 = 0.19, f2 = 0.43, f3 = 0.72; // spatial frequency (higher = tighter ripples)
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float s1 = 0.95, s2 = 1.73, s3 = 2.40; // scroll speed (higher octaves move faster)
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float a1 = 0.22, a2 = 0.10, a3 = 0.05; // amplitude (decreasing for natural falloff)
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vec2 p1 = p + d1 * (time * s1 * 4.0);
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vec2 p2 = p + d2 * (time * s2 * 4.0);
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