And now I'm trying to make a mod where lifeless terras have the old ugly default rivers, while the lifeterras get the rivers designed by Rodrigo:
Code: Select all
// Pseudo rivers
if (riversOctaves > 0)
{
if (life < 1)
{
noiseOctaves = riversOctaves;
noiseLacunarity = 2.218281828459;
noiseH = 0.5;
noiseOffset = 0.8;
p = point * mainFreq + Randomize;
distort = 0.350 * Fbm3D(p * riversSin) +
0.035 * Fbm3D(p * riversSin * 5.0) +
0.010 * Fbm3D(p * riversSin * 25.0);
cell = Cell3Noise2(riversFreq * p + distort);
float pseudoRivers = 1.0 - saturate(abs(cell.y - cell.x) * riversMagn);
pseudoRivers = smoothstep(0.0, 1.0, pseudoRivers);
pseudoRivers *= 1.0 - smoothstep(0.06, 0.10, global - seaLevel); // disable rivers inside continents
pseudoRivers *= 1.0 - smoothstep(0.00, 0.01, seaLevel - height); // disable rivers inside oceans
height = mix(height, seaLevel-0.02, pseudoRivers);
}
else
{
noiseOctaves = 14.0;
noiseH = 1.0;
noiseLacunarity = 2.1;
p = point * 2.0* mainFreq + Randomize;
distort = 0.65 * Fbm3D(p * riversSin) +
0.03 * Fbm3D(p * riversSin * 5.0) + 0.01* RidgedMultifractalErodedDetail(point * 0.3* (canyonsFreq+1000)*(0.5*(inv2montesSpiky+1)) + Randomize, 2.0, erosion, montBiomeScale);
cell = 2.5* Cell3Noise2(riversFreq * p + 0.5*distort);
float pseudoRivers2 = 1.0 - (saturate(0.36 * abs(cell.y - cell.x) * riversMagn));
pseudoRivers2 = smoothstep(0.25, 0.99, pseudoRivers2);
pseudoRivers2 *= 1.0 - smoothstep(0.055, 0.065, global - (0.000000008* (hillsFreq*hillsFreq+900000) * rocks)-seaLevel); // disable rivers inside continents
pseudoRivers2 *= 1.0 - smoothstep(0.000, 0.0001, seaLevel - height); // disable rivers inside oceans
height = mix(height, seaLevel+0.003, pseudoRivers2);
cell = 2.5* Cell3Noise2(riversFreq * p + 0.5*distort);
float pseudoRivers = 1.0 - (saturate(4.2 * abs(cell.y - cell.x) * riversMagn));
pseudoRivers = smoothstep(0.0, 1.0, pseudoRivers);
pseudoRivers *= 1.0 - smoothstep(0.055, 0.057, global - (0.000000008* (hillsFreq*hillsFreq+900000) * rocks)-seaLevel);
pseudoRivers *= 1.0 - smoothstep(0.00, 0.005, seaLevel - height); // disable rivers inside oceans
height = mix(height, seaLevel-0.0015, pseudoRivers);
}
}
Code: Select all
[MT] Loading shader "addons/shaders/tg_terra_height.glsl"
[MT] ERROR: Compiling shader "#/shaders/tg_terra_height.glsl":
ERROR: 0:3342: 'life' : undeclared identifier
[MT] ERROR: Linking shader "#/shaders/tg_terra_height.glsl":
Attached fragment shader is not compiled.
[MT] Procedural generator shaders loaded in 646.557 ms