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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2015-06-21 00:11:09 +0200 |
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committer | RealBadAngel <maciej.kasatkin@o2.pl> | 2015-06-21 00:11:09 +0200 |
commit | 53efe2ef4272c4ea8c347059e096f1ebd210d9a2 (patch) | |
tree | 3411ea4726cff4d4851dc81643cd5729f763c88d /client/shaders/nodes_shader/opengl_fragment.glsl | |
parent | a31d08be5533482639b96fae5696f738f9eb9e78 (diff) | |
download | minetest-53efe2ef4272c4ea8c347059e096f1ebd210d9a2.tar.gz minetest-53efe2ef4272c4ea8c347059e096f1ebd210d9a2.tar.bz2 minetest-53efe2ef4272c4ea8c347059e096f1ebd210d9a2.zip |
Remove textures vertical offset. Fix for area enabling parallax.
Diffstat (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 066e49658..0e84eacf9 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -8,7 +8,7 @@ uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 worldPosition; -varying float generate_heightmaps; +varying float area_enable_parallax; varying vec3 eyeVec; varying vec3 tsEyeVec; @@ -95,7 +95,7 @@ void main (void) vec3 eyeRay = normalize(tsEyeVec); #if PARALLAX_OCCLUSION_MODE == 0 // Parallax occlusion with slope information - if (normalTexturePresent) { + if (normalTexturePresent && area_enable_parallax > 0.0) { const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS; const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS; for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) { @@ -106,12 +106,12 @@ void main (void) #endif #if PARALLAX_OCCLUSION_MODE == 1 // Relief mapping - if (normalTexturePresent) { + if (normalTexturePresent && area_enable_parallax > 0.0) { vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; float dist = find_intersection(uv, ds); uv += dist * ds; #endif - } else if (generate_heightmaps > 0.0) { + } else if (area_enable_parallax > 0.0) { vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; float dist = find_intersectionRGB(uv, ds); uv += dist * ds; |