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:
Kelsi 2026-03-07 00:48:04 -08:00
parent 2c5b7cd368
commit a24fe4cc45
10 changed files with 158 additions and 12 deletions

View file

@ -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));