diff options
Diffstat (limited to 'client/shaders/nodes_shader')
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 172 |
1 files changed, 86 insertions, 86 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 91536ba10..ff271d0e1 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -1,52 +1,52 @@ -uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-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;
+uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +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; varying float area_enable_parallax; varying float disp; -
-const float e = 2.718281828459;
-const float BS = 10.0;
-
+ +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;
- //TODO: make offset depending on view angle and parallax uv displacement
- //thats for textures that doesnt align vertically, like dirt with grass
+} + + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + //TODO: make offset depending on view angle and parallax uv displacement + //thats for textures that doesnt align vertically, like dirt with grass //gl_TexCoord[0].y += 0.008; -
- //Allow parallax/relief mapping only for certain kind of nodes
+ + //Allow parallax/relief mapping only for certain kind of nodes //Variable is also used to control area of the effect #if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) area_enable_parallax = 1.0; @@ -65,30 +65,30 @@ void main(void) #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER - vec4 pos = gl_Vertex;
- pos.y -= 2.0;
- float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
- pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
- gl_Position = mWorldViewProj * pos;
-#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
- vec4 pos = gl_Vertex;
+ vec4 pos = gl_Vertex; + pos.y -= 2.0; + float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); + pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; pos.x += disp * 0.1; pos.y += disp * 0.1; pos.z += disp; - gl_Position = mWorldViewProj * pos;
-#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
- vec4 pos = gl_Vertex;
- if (gl_TexCoord[0].y < 0.05) {
+ gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { pos.z += disp; - }
- gl_Position = mWorldViewProj * pos;
-#else
- gl_Position = mWorldViewProj * gl_Vertex;
-#endif
-
+ } + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif + - vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz; + worldPosition = (mWorld * gl_Vertex).xyz; // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition); @@ -96,16 +96,16 @@ void main(void) area_enable_parallax = 0.0; } - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- vec3 normal, tangent, binormal;
- normal = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); + + vec3 normal, tangent, binormal; + normal = normalize(gl_NormalMatrix * gl_Normal); tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); vec3 v; -
- lightVec = sunPosition - worldPosition;
+ + lightVec = sunPosition - worldPosition; v.x = dot(lightVec, tangent); v.y = dot(lightVec, binormal); v.z = dot(lightVec, normal); @@ -116,32 +116,32 @@ void main(void) v.y = dot(eyeVec, binormal); v.z = dot(eyeVec, normal); tsEyeVec = normalize (v); -
- 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) / 23.0;
-
- // 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;
-
- color.a = gl_Color.a;
- gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
-}
+ + 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) / 23.0; + + // 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; + + color.a = gl_Color.a; + gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); +} |