feat: include for glsl (#24)

* refactor(gameplay): remove unused includes and members, clear vertex data after upload

* feat(shader-tools): add recursive #include support for shader sources

* refactor(shaders): extract noise and sky color functions into shared GLSL includes
This commit is contained in:
zhenyan121
2026-06-23 10:27:17 +08:00
committed by GitHub
parent 97993b72fe
commit d5a12869e6
11 changed files with 142 additions and 198 deletions

View File

@@ -19,33 +19,7 @@ uniform vec3 sunDir;
uniform vec3 sunColor;
uniform float waterDensity;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(
mix(hash(i), hash(i + vec2(1.0, 0.0)), f.x),
mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x),
f.y
);
}
float fbm(vec2 p) {
float value = 0.0;
float amp = 0.5;
float freq = 1.0;
for (int i = 0; i < 4; ++i) {
value += amp * noise(p * freq);
freq *= 2.0;
amp *= 0.5;
}
return value;
}
#include "noise.glsl"
float getCausticValue(float x, float y, float z) {
float w = 8.0;