Weiter gearbeitet

This commit is contained in:
2026-06-04 22:40:17 +02:00
parent 875c39ab27
commit d56f2ea41f
108 changed files with 4283 additions and 1122 deletions

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MaterialDef Flowing Water {
MaterialParameters {
Texture2D NormalMap
Texture2D FoamMap
Color Tint
Float UVScale : 6.0
Float Time : 0.0
Float FlowSpeed : 1.0
Float FoamAmount : 0.0
}
Technique {
VertexShader GLSL150: Shaders/FlowingWater.vert
FragmentShader GLSL150: Shaders/FlowingWater.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
HAS_NORMALMAP : NormalMap
HAS_FOAMMAP : FoamMap
}
}
}

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#ifdef HAS_NORMALMAP
uniform sampler2D m_NormalMap;
#endif
#ifdef HAS_FOAMMAP
uniform sampler2D m_FoamMap;
#endif
uniform vec4 m_Tint;
uniform float m_FoamAmount;
in vec2 vUV;
in vec2 vTex1;
in vec2 vTex2;
out vec4 outFragColor;
void main() {
// ── Randabstand: 0 = Mitte, 1 = Rand ─────────────────────────────────────
float edgeDist = abs(vUV.x * 2.0 - 1.0);
// ── Tiefengradient ────────────────────────────────────────────────────────
// Ränder heller/transparenter (flaches Ufer), Mitte dunkler (tief)
vec3 baseColor = m_Tint.rgb * (1.0 - edgeDist * 0.45);
float baseAlpha = m_Tint.a * smoothstep(0.0, 0.18, 1.0 - edgeDist);
// ── Dual-Layer Normal-Map: Specular + Wellenhelligkeit ────────────────────
float specular = 0.0;
float ripple = 0.0;
#ifdef HAS_NORMALMAP
vec3 n1 = texture(m_NormalMap, vTex1).rgb * 2.0 - 1.0;
vec3 n2 = texture(m_NormalMap, vTex2).rgb * 2.0 - 1.0;
vec3 n = normalize(n1 + n2);
// Feste Sonnenrichtung gut für Bachlauf-Optik
vec3 sunDir = normalize(vec3(0.5, 1.0, 0.3));
specular = pow(max(0.0, dot(n, sunDir)), 22.0);
// Wellenhelligkeit variiert den Basiston leicht
ripple = dot(n, vec3(0.0, 1.0, 0.0)) * 0.10;
#endif
// ── Schaum ────────────────────────────────────────────────────────────────
// Uferschaum wird stärker je näher am Rand; Wasserfälle extra
float foamEdge = smoothstep(0.55, 1.0, edgeDist);
float foamMask = clamp(foamEdge + m_FoamAmount * 0.75, 0.0, 1.0);
#ifdef HAS_FOAMMAP
float foamSample = texture(m_FoamMap, vTex1 * 0.4).r;
foamMask *= foamSample;
#else
// Prozeduraler Fallback wenn keine Schaumtextur geladen
float procFoam = (sin(vTex1.x * 6.283) * 0.5 + 0.5)
* (sin(vTex1.y * 3.141) * 0.5 + 0.5);
foamMask *= procFoam;
#endif
// ── Zusammenführen ────────────────────────────────────────────────────────
vec3 waterColor = baseColor + ripple + vec3(0.35, 0.45, 0.55) * specular;
vec3 finalColor = mix(waterColor, vec3(1.0), foamMask);
float finalAlpha = max(baseAlpha, foamMask * 0.9);
outFragColor = vec4(clamp(finalColor, 0.0, 1.0), finalAlpha);
}

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uniform mat4 g_WorldViewProjectionMatrix;
uniform float m_Time;
uniform float m_UVScale;
uniform float m_FlowSpeed;
in vec3 inPosition;
in vec2 inTexCoord;
out vec2 vUV; // raw [0..1] UV für Tiefe / Rand-Logik
out vec2 vTex1; // scrollende Normal-Map-UV (flussabwärts)
out vec2 vTex2; // scrollende Normal-Map-UV (diagonal, gegenläufig)
void main() {
vUV = inTexCoord;
float t = m_Time * m_FlowSpeed;
vTex1 = vec2(inTexCoord.x * m_UVScale,
inTexCoord.y * m_UVScale - t);
vTex2 = vec2(inTexCoord.x * m_UVScale * 0.7 - t * 0.25,
inTexCoord.y * m_UVScale * 0.7 + t * 0.55);
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
}

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{
"clips": [
"idle",
"idle_jump",
"running",
"running_jump",
"sprint",
"stand_up",
"tpose",
"walking"
],
"actionMap": {
"DEFAULT": "tpose",
"IDLE": "idle",
"WALK": "walking",
"RUN": "running",
"SPRINT": "sprint",
"JUMP": "idle_jump",
"RUNNING_JUMP": "running_jump"
}
}

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{
"clips": [
"idle",
"idle_jump",
"running",
"running_jump",
"sprint",
"stand_up",
"tpose",
"walking"
],
"actionMap": {
"DEFAULT": "tpose",
"IDLE": "idle",
"JUMP": "idle_jump",
"WALK": "walking",
"RUN": "running",
"SPRINT": "sprint",
"RUNNING_JUMP": "running_jump"
}
}

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{
"chapter": 0,
"level": 0,
"xp": 0,
"currentHp": 0,
"maxHp": 0,
"currentStamina": 0,
"maxStamina": 0,
"currentMana": 0,
"myMana": 0,
"listeners": [],
"characterId": "hero",
"name": {
"id": "hero.name"
},
"modelPath": "Models/Chars/mainchar.j3o",
"animSetPath": "human",
"type": "MAIN_CHARACTER"
}

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{
"trader": false,
"characterId": "silas",
"name": {
"id": "silas.name"
},
"modelPath": "Models/Chars/silas.j3o",
"animSetPath": "human",
"type": "NPC"
}