mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-17 17:43:52 +00:00
Ironforge Great Forge lava, magma water rendering, LavaSteam particle effects
- Add magma/slime rendering path to water shader (fbm noise, crust/molten/core coloring) - Fix WMO liquid height filter rejecting high-altitude zones like Ironforge (Z>300) - Allow interior WMO magma/slime MLIQ groups to load (skip only water/ocean) - Mark LAVASTEAM.m2 as spell effect for proper additive blend, hide emission mesh - Add isLavaModel flag for M2 ForgeLava/LavaPots UV scroll fallback - Add isLava material detection in WMO renderer for lava texture UV animation - Fix WMO material UBO colors for magma (was blue, now orange-red)
This commit is contained in:
parent
2c5b7cd368
commit
a24fe4cc45
10 changed files with 158 additions and 12 deletions
|
|
@ -28,6 +28,7 @@ layout(set = 1, binding = 1) uniform WMOMaterial {
|
|||
int pomMaxSamples;
|
||||
float heightMapVariance;
|
||||
float normalMapStrength;
|
||||
int isLava;
|
||||
};
|
||||
|
||||
layout(set = 1, binding = 2) uniform sampler2D uNormalHeightMap;
|
||||
|
|
@ -120,6 +121,14 @@ void main() {
|
|||
// Compute final UV (with POM if enabled)
|
||||
vec2 finalUV = TexCoord;
|
||||
|
||||
// Lava/magma: scroll UVs for flowing effect
|
||||
if (isLava != 0) {
|
||||
float time = fogParams.z;
|
||||
// Scroll both axes — pools get horizontal flow, waterfalls get vertical flow
|
||||
// (UV orientation depends on mesh, so animate both)
|
||||
finalUV += vec2(time * 0.04, time * 0.06);
|
||||
}
|
||||
|
||||
// Build TBN matrix
|
||||
vec3 T = normalize(Tangent);
|
||||
vec3 B = normalize(Bitangent);
|
||||
|
|
@ -170,7 +179,10 @@ void main() {
|
|||
shadow = mix(1.0, shadow, shadowParams.y);
|
||||
}
|
||||
|
||||
if (unlit != 0) {
|
||||
if (isLava != 0) {
|
||||
// Lava is self-luminous — bright emissive, no shadows
|
||||
result = texColor.rgb * 1.5;
|
||||
} else if (unlit != 0) {
|
||||
result = texColor.rgb * shadow;
|
||||
} else if (isInterior != 0) {
|
||||
vec3 mocv = max(VertColor.rgb, vec3(0.5));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue