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-rw-r--r--client/shaders/leaves_shader/opengl_fragment.glsl14
-rw-r--r--client/shaders/leaves_shader/opengl_vertex.glsl44
2 files changed, 27 insertions, 31 deletions
diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl
index 00b6884ab..31981f9b9 100644
--- a/client/shaders/leaves_shader/opengl_fragment.glsl
+++ b/client/shaders/leaves_shader/opengl_fragment.glsl
@@ -1,18 +1,13 @@
-#version 120
-
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
-uniform float enableBumpmapping;
-
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
-varying vec4 vColor;
const float e = 2.718281828459;
@@ -21,11 +16,12 @@ void main (void)
vec3 color;
vec2 uv = gl_TexCoord[0].st;
-#ifdef NORMALS
+#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
+#endif
- if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@@ -54,5 +50,5 @@ void main (void)
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);
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl
index 8dfb0669e..3702b1b50 100644
--- a/client/shaders/leaves_shader/opengl_vertex.glsl
+++ b/client/shaders/leaves_shader/opengl_vertex.glsl
@@ -1,40 +1,40 @@
-#version 120
-
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;
-uniform float enableWavingLeaves;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
-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;
-}
+#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;
- if (enableWavingLeaves == 1.0){
- vec4 pos = gl_Vertex;
- vec4 pos2 = mTransWorld*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;
+
+#ifdef ENABLE_WAVING_LEAVES
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld*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 = (mWorldViewProj * gl_Vertex).xyz;