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authorRealBadAngel <mk@realbadangel.pl>2013-12-03 17:21:40 +0100
committerPilzAdam <pilzadam@minetest.net>2013-12-03 18:55:25 +0100
commit2330267d2207208799ad347ea0d129c0b4551d61 (patch)
treea4418b0c9fe42ee7944f0531c76f353069735615 /client/shaders/solids_shader
parent60113bde74784f4a0125ffa005e9404fbd5cb5b1 (diff)
downloadminetest-2330267d2207208799ad347ea0d129c0b4551d61.tar.gz
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Shaders rework.
Diffstat (limited to 'client/shaders/solids_shader')
-rw-r--r--client/shaders/solids_shader/base.txt1
-rw-r--r--client/shaders/solids_shader/opengl_fragment.glsl87
-rw-r--r--client/shaders/solids_shader/opengl_vertex.glsl99
3 files changed, 187 insertions, 0 deletions
diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt
new file mode 100644
index 000000000..080df30dd
--- /dev/null
+++ b/client/shaders/solids_shader/base.txt
@@ -0,0 +1 @@
+trans_alphach_ref
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl
new file mode 100644
index 000000000..80efc86a7
--- /dev/null
+++ b/client/shaders/solids_shader/opengl_fragment.glsl
@@ -0,0 +1,87 @@
+#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+uniform float enableParallaxOcclusion;
+uniform float parallaxOcclusionScale;
+uniform float parallaxOcclusionBias;
+
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 tsEyeVec;
+varying vec3 eyeVec;
+varying vec4 vColor;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+ float height;
+ vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
+
+ if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+ float map_height = texture2D(normalTexture, uv).a;
+ if (map_height < 1.0){
+ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ uv = uv + height * tsEye;
+ }
+ }
+/* Steep parallax code, for future use
+ if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
+ const float numSteps = 40.0;
+ float height = 1.0;
+ float step = 1.0 / numSteps;
+ vec4 NB = texture2D(normalTexture, uv);
+ vec2 delta = tsEye * parallaxMappingScale / numSteps;
+ for (float i = 0.0; i < numSteps; i++) {
+ if (NB.a < height) {
+ height -= step;
+ uv += delta;
+ NB = texture2D(normalTexture, uv);
+ } else {
+ break;
+ }
+ }
+ }
+*/
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl
new file mode 100644
index 000000000..c26fdd3d5
--- /dev/null
+++ b/client/shaders/solids_shader/opengl_vertex.glsl
@@ -0,0 +1,99 @@
+#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+varying vec3 tsEyeVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ vec3 normal,tangent,binormal;
+ normal = normalize(gl_NormalMatrix * gl_Normal);
+
+ if (gl_Normal.x > 0.5) {
+ // 1.0, 0.0, 0.0
+ tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
+ } else if (gl_Normal.x < -0.5) {
+ // -1.0, 0.0, 0.0
+ tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
+ } else if (gl_Normal.y > 0.5) {
+ // 0.0, 1.0, 0.0
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
+ } else if (gl_Normal.y < -0.5) {
+ // 0.0, -1.0, 0.0
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
+ } else if (gl_Normal.z > 0.5) {
+ // 0.0, 0.0, 1.0
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
+ } else if (gl_Normal.z < -0.5) {
+ // 0.0, 0.0, -1.0
+ tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
+ }
+
+ mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = normalize(eyeVec * tbnMatrix);
+
+ vec4 color;
+ //color = vec4(1.0, 1.0, 1.0, 1.0);
+
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ /*color.r = mix(night, day, dayNightRatio);
+ color.g = color.r;
+ color.b = color.r;*/
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 2.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 13.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+}