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authorRealBadAngel <maciej.kasatkin@o2.pl>2014-06-16 18:51:01 +0200
committerRealBadAngel <maciej.kasatkin@o2.pl>2014-06-17 00:56:17 +0200
commita0f78659f31abdce973bc6641b5b5a58f2ba9afc (patch)
tree61aafd24c4a46a6fa74343489de77b8a6a3e5af0 /client
parent9f46cb6745a03f3a435a5a1f8a28a778971f3668 (diff)
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Improved faces shading with and without shaders.
Diffstat (limited to 'client')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl12
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl20
-rw-r--r--client/shaders/water_surface_shader/opengl_fragment.glsl12
-rw-r--r--client/shaders/water_surface_shader/opengl_vertex.glsl20
4 files changed, 26 insertions, 38 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 351faf81b..2a1cbc568 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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);
@@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#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);
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index b09d03774..88e489e6c 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -63,28 +63,35 @@ void main(void)
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
+ float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
+ tileContrast = 0.8;
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
+ tileContrast = 0.8;
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
+ tileContrast = 1.2;
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
+ tileContrast = 0.3;
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
+ tileContrast = 0.5;
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
+ tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
@@ -108,7 +115,7 @@ void main(void)
// Moonlight is blue
b += (day - night) / 13.0;
- rg -= (day - night) / 23.0;
+ rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
@@ -118,18 +125,17 @@ void main(void)
// 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);
+ color.r = rg;
+ color.g = rg;
+ color.b = b;
#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 *= tileContrast;
color = sqrt(color); // Linear -> SRGB
#endif
color.a = gl_Color.a;
- gl_FrontColor = gl_BackColor = color;
+ gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl
index 351faf81b..2a1cbc568 100644
--- a/client/shaders/water_surface_shader/opengl_fragment.glsl
+++ b/client/shaders/water_surface_shader/opengl_fragment.glsl
@@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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);
@@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#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);
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl
index b09d03774..88e489e6c 100644
--- a/client/shaders/water_surface_shader/opengl_vertex.glsl
+++ b/client/shaders/water_surface_shader/opengl_vertex.glsl
@@ -63,28 +63,35 @@ void main(void)
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
+ float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
+ tileContrast = 0.8;
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
+ tileContrast = 0.8;
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
+ tileContrast = 1.2;
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
+ tileContrast = 0.3;
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
+ tileContrast = 0.5;
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
+ tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
@@ -108,7 +115,7 @@ void main(void)
// Moonlight is blue
b += (day - night) / 13.0;
- rg -= (day - night) / 23.0;
+ rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
@@ -118,18 +125,17 @@ void main(void)
// 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);
+ color.r = rg;
+ color.g = rg;
+ color.b = b;
#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 *= tileContrast;
color = sqrt(color); // Linear -> SRGB
#endif
color.a = gl_Color.a;
- gl_FrontColor = gl_BackColor = color;
+ gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}