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authorRealBadAngel <maciej.kasatkin@o2.pl>2014-05-14 23:19:31 +0200
committerRealBadAngel <maciej.kasatkin@o2.pl>2014-06-15 05:40:33 +0200
commit6c98fd6658fcf7c0c676ee88f03e364c852e9f1b (patch)
tree01a6a17c00730bd2744a2394f36950ba83b10107 /client
parent9ffa88b558498a139488679ef2ed8767c8540471 (diff)
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Unite nodes shaders.
Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader.
Diffstat (limited to 'client')
-rw-r--r--client/shaders/alpha_shader/base.txt1
-rw-r--r--client/shaders/alpha_shader/opengl_vertex.glsl98
-rw-r--r--client/shaders/leaves_shader/base.txt1
-rw-r--r--client/shaders/leaves_shader/opengl_fragment.glsl100
-rw-r--r--client/shaders/leaves_shader/opengl_vertex.glsl92
-rw-r--r--client/shaders/liquids_shader/base.txt1
-rw-r--r--client/shaders/liquids_shader/opengl_fragment.glsl95
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl (renamed from client/shaders/solids_shader/opengl_fragment.glsl)22
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl (renamed from client/shaders/liquids_shader/opengl_vertex.glsl)55
-rw-r--r--client/shaders/plants_shader/base.txt1
-rw-r--r--client/shaders/plants_shader/opengl_fragment.glsl94
-rw-r--r--client/shaders/plants_shader/opengl_vertex.glsl93
-rw-r--r--client/shaders/solids_shader/base.txt1
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl (renamed from client/shaders/alpha_shader/opengl_fragment.glsl)28
-rw-r--r--client/shaders/water_surface_shader/opengl_vertex.glsl (renamed from client/shaders/solids_shader/opengl_vertex.glsl)45
15 files changed, 124 insertions, 603 deletions
diff --git a/client/shaders/alpha_shader/base.txt b/client/shaders/alpha_shader/base.txt
deleted file mode 100644
index 1c2647118..000000000
--- a/client/shaders/alpha_shader/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach
diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl
deleted file mode 100644
index 356ba2eb9..000000000
--- a/client/shaders/alpha_shader/opengl_vertex.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
-
-const float BS = 10.0;
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
- vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- 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);
-
- lightVec = sunPosition - worldPosition;
- tsLightVec = lightVec * tbnMatrix;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
- tsEyeVec = eyeVec * tbnMatrix;
-
- vec4 color;
- float day = gl_Color.r;
- float night = gl_Color.g;
- float light_source = gl_Color.b;
-
- 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 = sqrt(color); // Linear -> SRGB
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-}
diff --git a/client/shaders/leaves_shader/base.txt b/client/shaders/leaves_shader/base.txt
deleted file mode 100644
index 080df30dd..000000000
--- a/client/shaders/leaves_shader/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach_ref
diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl
deleted file mode 100644
index 1db798070..000000000
--- a/client/shaders/leaves_shader/opengl_fragment.glsl
+++ /dev/null
@@ -1,100 +0,0 @@
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-bool normalTexturePresent = false;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-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)
-{
- 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
-
-#ifdef USE_NORMALMAPS
- if (normalTexturePresent){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == 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));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- vec4 col = vec4(color.rgb, base.a);
- 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
- col *= gl_Color;
- 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.rgb, base.a);
-}
diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl
deleted file mode 100644
index 30ad00b82..000000000
--- a/client/shaders/leaves_shader/opengl_vertex.glsl
+++ /dev/null
@@ -1,92 +0,0 @@
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-uniform float animationTimer;
-
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-const float BS = 10.0;
-
-#ifdef ENABLE_WAVING_LEAVES
-float smoothCurve( float x ) {
- return x * x *( 3.0 - 2.0 * x );
-}
-float triangleWave( float x ) {
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
-}
-float smoothTriangleWave( float x ) {
- return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
-}
-#endif
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
-#ifdef ENABLE_WAVING_LEAVES
- vec4 pos = gl_Vertex;
- vec4 pos2 = mWorld*gl_Vertex;
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
- gl_Position = mWorldViewProj * pos;
-#else
- gl_Position = mWorldViewProj * gl_Vertex;
-#endif
-
- vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- lightVec = sunPosition - worldPosition;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
-
- 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 = sqrt(color); // Linear -> SRGB
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-}
diff --git a/client/shaders/liquids_shader/base.txt b/client/shaders/liquids_shader/base.txt
deleted file mode 100644
index 1c2647118..000000000
--- a/client/shaders/liquids_shader/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach
diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl
deleted file mode 100644
index 5bc932ada..000000000
--- a/client/shaders/liquids_shader/opengl_fragment.glsl
+++ /dev/null
@@ -1,95 +0,0 @@
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 tsEyeVec;
-varying vec3 lightVec;
-varying vec3 tsLightVec;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-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)
-{
- 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){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == 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));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- float alpha = gl_Color.a;
- vec4 col = vec4(color.rgb, alpha);
- 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
- col *= gl_Color;
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- alpha = mix(alpha, 0.0, d);
- }
- gl_FragColor = vec4(col.rgb, alpha);
-}
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 6370bf505..351faf81b 100644
--- a/client/shaders/solids_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -17,6 +17,7 @@ varying vec3 tsLightVec;
bool normalTexturePresent = false;
const float e = 2.718281828459;
+const float BS = 10.0;
float intensity (vec3 color){
return (color.r + color.g + color.b) / 3.0;
@@ -94,17 +95,34 @@ vec4 base = texture2D(baseTexture, uv).rgba;
color = base.rgb;
#endif
- vec4 col = vec4(color.rgb, base.a);
+#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
+ float alpha = gl_Color.a;
+ vec4 col = vec4(color.rgb, 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));
+ alpha = mix(alpha, 0.0, d);
+ }
+ gl_FragColor = vec4(col.rgb, alpha);
+#else
+ vec4 col = vec4(color.rgb, base.a);
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.rgb, base.a);
+ gl_FragColor = vec4(col.rgb, base.a);
+#endif
}
diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 9d64ce4e3..b09d03774 100644
--- a/client/shaders/liquids_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -4,37 +4,60 @@ uniform mat4 mTransWorld;
uniform mat4 mWorld;
uniform float dayNightRatio;
-uniform float animationTimer;
-
uniform vec3 eyePosition;
+uniform float animationTimer;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
-
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
+const float e = 2.718281828459;
const float BS = 10.0;
+float smoothCurve( float x ) {
+ return x * x *( 3.0 - 2.0 * x );
+}
+float triangleWave( float x ) {
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
+}
+float smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+
void main(void)
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
-#ifdef ENABLE_WAVING_WATER
- vec4 pos2 = gl_Vertex;
- pos2.y -= 2.0;
- pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
- + sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
- gl_Position = mWorldViewProj * pos2;
- vPosition = gl_Position.xyz;
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
+ vec4 pos = gl_Vertex;
+ pos.y -= 2.0;
+ pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
+ gl_Position = mWorldViewProj * pos;
+#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mWorld * gl_Vertex;
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
+ gl_Position = mWorldViewProj * pos;
+#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mWorld * gl_Vertex;
+ if (gl_TexCoord[0].y < 0.05) {
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
+ }
+ gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
- vPosition = gl_Position.xyz;
#endif
+ vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
@@ -85,7 +108,7 @@ void main(void)
// Moonlight is blue
b += (day - night) / 13.0;
- rg -= (day - night) / 13.0;
+ rg -= (day - night) / 23.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
@@ -99,12 +122,14 @@ void main(void)
color.g = clamp(rg,0.0,1.0);
color.b = clamp(b,0.0,1.0);
+#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
color = sqrt(color); // Linear -> SRGB
- color.a = gl_Color.a;
+#endif
+ color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
}
diff --git a/client/shaders/plants_shader/base.txt b/client/shaders/plants_shader/base.txt
deleted file mode 100644
index 080df30dd..000000000
--- a/client/shaders/plants_shader/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach_ref
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl
deleted file mode 100644
index 817530a83..000000000
--- a/client/shaders/plants_shader/opengl_fragment.glsl
+++ /dev/null
@@ -1,94 +0,0 @@
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-bool normalTexturePresent = false;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-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)
-{
- 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){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == 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));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- vec4 col = vec4(color.rgb, base.a);
- 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
- col *= gl_Color;
- 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.rgb, base.a);
-}
diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl
deleted file mode 100644
index a95c20242..000000000
--- a/client/shaders/plants_shader/opengl_vertex.glsl
+++ /dev/null
@@ -1,93 +0,0 @@
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-uniform float animationTimer;
-
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-const float BS = 10.0;
-
-#ifdef ENABLE_WAVING_PLANTS
-float smoothCurve( float x ) {
- return x * x *( 3.0 - 2.0 * x );
-}
-float triangleWave( float x ) {
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
-}
-float smoothTriangleWave( float x ) {
- return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
-}
-#endif
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
-#ifdef ENABLE_WAVING_PLANTS
- vec4 pos = gl_Vertex;
- vec4 pos2 = mWorld * gl_Vertex;
- if (gl_TexCoord[0].y < 0.05) {
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
- }
- gl_Position = mWorldViewProj * pos;
-#else
- gl_Position = mWorldViewProj * gl_Vertex;
-#endif
-
- vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- lightVec = sunPosition - worldPosition;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
-
- 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 = sqrt(color); // Linear -> SRGB
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-}
diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt
deleted file mode 100644
index 080df30dd..000000000
--- a/client/shaders/solids_shader/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach_ref
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 4359a8c8c..351faf81b 100644
--- a/client/shaders/alpha_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -14,10 +14,11 @@ varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
-bool normalTexturePresent = false;
+bool normalTexturePresent = false;
const float e = 2.718281828459;
-
+const float BS = 10.0;
+
float intensity (vec3 color){
return (color.r + color.g + color.b) / 3.0;
}
@@ -39,7 +40,7 @@ void main (void)
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;
@@ -94,17 +95,34 @@ vec4 base = texture2D(baseTexture, uv).rgba;
color = base.rgb;
#endif
- vec4 col = vec4(color.rgb, base.a);
+#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
+ float alpha = gl_Color.a;
+ vec4 col = vec4(color.rgb, 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));
+ alpha = mix(alpha, 0.0, d);
+ }
+ gl_FragColor = vec4(col.rgb, alpha);
+#else
+ vec4 col = vec4(color.rgb, base.a);
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.rgb, base.a);
+ gl_FragColor = vec4(col.rgb, base.a);
+#endif
}
diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl
index 356ba2eb9..b09d03774 100644
--- a/client/shaders/solids_shader/opengl_vertex.glsl
+++ b/client/shaders/water_surface_shader/opengl_vertex.glsl
@@ -4,24 +4,59 @@ uniform mat4 mTransWorld;
uniform mat4 mWorld;
uniform float dayNightRatio;
-
uniform vec3 eyePosition;
+uniform float animationTimer;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
-
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
+const float e = 2.718281828459;
const float BS = 10.0;
+float smoothCurve( float x ) {
+ return x * x *( 3.0 - 2.0 * x );
+}
+float triangleWave( float x ) {
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
+}
+float smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
+
+#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
+ vec4 pos = gl_Vertex;
+ pos.y -= 2.0;
+ pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
+ gl_Position = mWorldViewProj * pos;
+#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mWorld * gl_Vertex;
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
+ gl_Position = mWorldViewProj * pos;
+#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mWorld * gl_Vertex;
+ if (gl_TexCoord[0].y < 0.05) {
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
+ }
+ gl_Position = mWorldViewProj * pos;
+#else
gl_Position = mWorldViewProj * gl_Vertex;
+#endif
+
vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
@@ -73,7 +108,7 @@ void main(void)
// Moonlight is blue
b += (day - night) / 13.0;
- rg -= (day - night) / 13.0;
+ rg -= (day - night) / 23.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
@@ -87,12 +122,14 @@ void main(void)
color.g = clamp(rg,0.0,1.0);
color.b = clamp(b,0.0,1.0);
+#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
color = sqrt(color); // Linear -> SRGB
- color.a = gl_Color.a;
+#endif
+ color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
}