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Diffstat (limited to 'client/shaders/bumpmaps_liquids/opengl_vertex.glsl')
-rw-r--r--client/shaders/bumpmaps_liquids/opengl_vertex.glsl98
1 files changed, 98 insertions, 0 deletions
diff --git a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl
new file mode 100644
index 000000000..99c208bdd
--- /dev/null
+++ b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl
@@ -0,0 +1,98 @@
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+varying vec3 vPosition;
+varying vec3 viewVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ vec3 tangent;
+ vec3 binormal;
+
+ vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
+ vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
+
+ if( length(c1)>length(c2) )
+ {
+ tangent = c1;
+ }
+ else
+ {
+ tangent = c2;
+ }
+
+ tangent = normalize(tangent);
+
+//binormal = cross(gl_Normal, tangent);
+//binormal = normalize(binormal);
+
+ 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 * 1.5; // 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 = rg;
+ color.g = rg;
+ color.b = b;
+
+ // 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;
+
+ vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
+ //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
+ //vec3 b1 = cross(n1, t1);
+
+ vec3 v;
+ vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
+ vec3 vVec = -vVertex;
+ //v.x = dot(vVec, t1);
+ //v.y = dot(vVec, b1);
+ //v.z = dot(vVec, n1);
+ //viewVec = vVec;
+ viewVec = normalize(vec3(0.0, -0.4, 0.5));
+ //Vector representing the 0th texture coordinate passed to fragment shader
+//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
+
+// Transform the current vertex
+//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}