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authorlhofhansl <lhofhansl@yahoo.com>2019-09-26 13:57:39 -0700
committerGitHub <noreply@github.com>2019-09-26 13:57:39 -0700
commit5fde69798c69b26b8f1cc5c3ed5b823d691599fd (patch)
tree3301e9ec0cca8f05bd81fe75fcf461ee000436ed /client
parent9e95bac75d43534614d168614624fa24048faf48 (diff)
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Simple shader fixes. (#8991)
1. Pass current camera offset to shader, so shader have access to the global coordinates 2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader 3. Delay animation timer wrap-around (from 100s to about 16 minutes)
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl9
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl8
2 files changed, 17 insertions, 0 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 7c5b9b613..19e6c2d86 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -6,7 +6,16 @@ uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
+// The cameraOffset is the current center of the visible world.
+uniform vec3 cameraOffset;
+uniform float animationTimer;
+
varying vec3 vPosition;
+// World position in the visible world (i.e. relative to the cameraOffset.)
+// This can be used for many shader effects without loss of precision.
+// If the absolute position is required it can be calculated with
+// cameraOffset + worldPosition (for large coordinates the limits of float
+// precision must be considered).
varying vec3 worldPosition;
varying float area_enable_parallax;
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index f1e63d5d9..bbf7b1d65 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -4,9 +4,17 @@ uniform mat4 mWorld;
// Color of the light emitted by the sun.
uniform vec3 dayLight;
uniform vec3 eyePosition;
+
+// The cameraOffset is the current center of the visible world.
+uniform vec3 cameraOffset;
uniform float animationTimer;
varying vec3 vPosition;
+// World position in the visible world (i.e. relative to the cameraOffset.)
+// This can be used for many shader effects without loss of precision.
+// If the absolute position is required it can be calculated with
+// cameraOffset + worldPosition (for large coordinates the limits of float
+// precision must be considered).
varying vec3 worldPosition;
varying vec3 eyeVec;