summaryrefslogtreecommitdiff
path: root/client/shaders/bumpmaps_solids
diff options
context:
space:
mode:
Diffstat (limited to 'client/shaders/bumpmaps_solids')
-rw-r--r--client/shaders/bumpmaps_solids/base.txt1
-rw-r--r--client/shaders/bumpmaps_solids/opengl_fragment.glsl45
-rw-r--r--client/shaders/bumpmaps_solids/opengl_vertex.glsl98
3 files changed, 0 insertions, 144 deletions
diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/bumpmaps_solids/base.txt
deleted file mode 100644
index 080df30dd..000000000
--- a/client/shaders/bumpmaps_solids/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach_ref
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
deleted file mode 100644
index c72e8cbce..000000000
--- a/client/shaders/bumpmaps_solids/opengl_fragment.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-
-uniform sampler2D myTexture;
-uniform sampler2D normalTexture;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-varying vec3 viewVec;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float alpha = col.a;
- vec2 uv = gl_TexCoord[0].st;
- vec4 base = texture2D(myTexture, uv);
- vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
- vec3 vVec = normalize(viewVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
- float diffuse = max(dot(lVec, bump), 0.0);
-
- vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
-
-
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color += vec3(0.2*specular*diffuse);
-
-
- col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
- col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
- col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
- 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.r, col.g, col.b, alpha);
-}
diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl
deleted file mode 100644
index 99c208bdd..000000000
--- a/client/shaders/bumpmaps_solids/opengl_vertex.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-
-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;
-}