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authorRealBadAngel <maciej.kasatkin@o2.pl>2015-07-16 15:36:48 +0200
committerRealBadAngel <maciej.kasatkin@o2.pl>2015-07-16 15:36:48 +0200
commit655fc6010ffd4be7de315be261df2a61d5d4538a (patch)
treea61da651c2647f10f4bfcce3a341aba170ffa164 /client
parentb30e8d8ec689fbb65b1cee6fb6ff79322b204d0d (diff)
downloadminetest-655fc6010ffd4be7de315be261df2a61d5d4538a.tar.gz
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Fix relief mapping issues
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl94
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl2
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl42
3 files changed, 106 insertions, 32 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 8dc3a5683..02bf2c124 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -1,6 +1,6 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
+uniform sampler2D textureFlags;
uniform vec4 skyBgColor;
uniform float fogDistance;
@@ -15,19 +15,73 @@ varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
-bool normalTexturePresent = false;
+bool normalTexturePresent = false;
+bool texTileableHorizontal = false;
+bool texTileableVertical = false;
+bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
-
-float intensity (vec3 color)
+
+void get_texture_flags()
+{
+ vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
+ if (flags.r > 0.5) {
+ normalTexturePresent = true;
+ }
+ if (flags.g > 0.5) {
+ texTileableHorizontal = true;
+ }
+ if (flags.b > 0.5) {
+ texTileableVertical = true;
+ }
+ if (texTileableHorizontal && texTileableVertical) {
+ texSeamless = true;
+ }
+}
+
+vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
+{
+ if (texSeamless) {
+ uv += dist * ds;
+ } else if (texTileableVertical == false) {
+ vec2 uv2 = uv + dist * ds;
+ // limit vertical texure displacement
+ if ((uv.y + uv2.y) < 0.0) {
+ uv.y = 0.0;
+ } else if ((uv.y + uv2.y) > 1.999) {
+ uv.y = 0.999;
+ } else {
+ uv.y = uv2.y;
+ }
+ uv.x = uv2.x;
+ } else {
+ vec2 uv2 = uv + dist * ds;
+ // limit horizontal texure displacement
+ if ((uv.x + uv2.x) < 0.0) {
+ uv.x = 0.0;
+ } else if ((uv.x + uv2.x) > 1.999) {
+ uv.x = 0.999;
+ } else {
+ uv.x = uv2.x;
+ }
+ uv.y = uv2.y;
+ }
+ return uv;
+}
+
+float intensity(vec3 color)
{
return (color.r + color.g + color.b) / 3.0;
}
-float get_rgb_height (vec2 uv)
+float get_rgb_height(vec2 uv)
{
- return intensity(texture2D(baseTexture,uv).rgb);
+ if (texSeamless) {
+ return intensity(texture2D(baseTexture, uv).rgb);
+ } else {
+ return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
+ }
}
vec4 get_normal_map(vec2 uv)
@@ -50,7 +104,8 @@ float find_intersection(vec2 dp, vec2 ds)
return depth;
}
-float find_intersectionRGB(vec2 dp, vec2 ds) {
+float find_intersectionRGB(vec2 dp, vec2 ds)
+{
const float depth_step = 1.0 / 24.0;
float depth = 1.0;
for (int i = 0 ; i < 24 ; i++) {
@@ -62,24 +117,19 @@ float find_intersectionRGB(vec2 dp, vec2 ds) {
return depth;
}
-void main (void)
+void main(void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
-
-#if USE_NORMALMAPS == 1
- if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
- normalTexturePresent = true;
- }
-#endif
+ get_texture_flags();
#ifdef ENABLE_PARALLAX_OCCLUSION
vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
-
+
#if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information
if (normalTexturePresent && area_enable_parallax > 0.0) {
@@ -89,17 +139,23 @@ void main (void)
uv += h * normal.z * eyeRay;
}
#endif
+
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
+ // offset the texture by maximum possible displacement,
+ // this will help align seamless and non seamless textures
+ uv -= ds;
float dist = find_intersection(uv, ds);
- uv += dist * ds;
+ uv = validate_displacement(uv, ds, dist);
+
#endif
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
+ uv -= ds;
float dist = find_intersectionRGB(uv, ds);
- uv += dist * ds;
+ uv = validate_displacement(uv, ds, dist);
}
#endif
@@ -107,10 +163,10 @@ void main (void)
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
- }
+ }
#endif
- if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) {
+ if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) {
float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 9f8210d12..acdaa47d1 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -94,7 +94,7 @@ void main(void)
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
- if (dist > 120.0) {
+ if (dist > 300.0) {
area_enable_parallax = 0.0;
}
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 386f77486..75751e243 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -1,6 +1,6 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
+uniform sampler2D textureFlags;
uniform vec4 skyBgColor;
uniform float fogDistance;
@@ -15,37 +15,55 @@ varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
+bool texTileableHorizontal = false;
+bool texTileableVertical = false;
+bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
-
-float intensity (vec3 color){
+
+void get_texture_flags()
+{
+ vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
+ if (flags.r > 0.5) {
+ normalTexturePresent = true;
+ }
+ if (flags.g > 0.5) {
+ texTileableHorizontal = true;
+ }
+ if (flags.b > 0.5) {
+ texTileableVertical = true;
+ }
+ if (texTileableHorizontal && texTileableVertical) {
+ texSeamless = true;
+ }
+}
+
+float intensity(vec3 color)
+{
return (color.r + color.g + color.b) / 3.0;
}
-float get_rgb_height (vec2 uv){
+float get_rgb_height(vec2 uv)
+{
return intensity(texture2D(baseTexture,uv).rgb);
}
-vec4 get_normal_map(vec2 uv){
+vec4 get_normal_map(vec2 uv)
+{
vec4 bump = texture2D(normalTexture, uv).rgba;
bump.xyz = normalize(bump.xyz * 2.0 -1.0);
bump.y = -bump.y;
return bump;
}
-void main (void)
+void main(void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
-
-#ifdef USE_NORMALMAPS
- if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0) {
- normalTexturePresent = true;
- }
-#endif
+ get_texture_flags();
#ifdef ENABLE_PARALLAX_OCCLUSION
if (normalTexturePresent) {