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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)
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10 changed files with 158 additions and 12 deletions
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@ -544,9 +544,14 @@ void WaterRenderer::updateMaterialUBO(WaterSurface& surface) {
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// WMO liquid material override
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if (surface.wmoId != 0) {
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const uint8_t basicType = (surface.liquidType == 0) ? 0 : ((surface.liquidType - 1) % 4);
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if (basicType == 2 || basicType == 3) {
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color = glm::vec4(0.2f, 0.4f, 0.6f, 1.0f);
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alpha = 0.45f;
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if (basicType == 2) {
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// Magma — bright orange-red, opaque
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color = glm::vec4(1.0f, 0.35f, 0.05f, 1.0f);
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alpha = 0.95f;
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} else if (basicType == 3) {
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// Slime — green, semi-opaque
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color = glm::vec4(0.2f, 0.6f, 0.1f, 1.0f);
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alpha = 0.85f;
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}
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}
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@ -935,7 +940,7 @@ void WaterRenderer::loadFromWMO([[maybe_unused]] const pipeline::WMOLiquid& liqu
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surface.origin.z = adjustedZ;
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surface.position.z = adjustedZ;
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if (surface.origin.z > 300.0f || surface.origin.z < -100.0f) return;
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if (surface.origin.z > 2000.0f || surface.origin.z < -500.0f) return;
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// Build tile mask from MLIQ flags and per-vertex heights
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size_t tileCount = static_cast<size_t>(surface.width) * static_cast<size_t>(surface.height);
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