aboutsummaryrefslogtreecommitdiff
path: root/client/shaders/nodes_shader
diff options
context:
space:
mode:
Diffstat (limited to 'client/shaders/nodes_shader')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl172
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);
+}