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-rw-r--r--client/shaders/plants_shader/base.txt1
-rw-r--r--client/shaders/plants_shader/opengl_fragment.glsl94
-rw-r--r--client/shaders/plants_shader/opengl_vertex.glsl93
3 files changed, 0 insertions, 188 deletions
diff --git a/client/shaders/plants_shader/base.txt b/client/shaders/plants_shader/base.txt
deleted file mode 100644
index 080df30dd..000000000
--- a/client/shaders/plants_shader/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach_ref
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl
deleted file mode 100644
index 817530a83..000000000
--- a/client/shaders/plants_shader/opengl_fragment.glsl
+++ /dev/null
@@ -1,94 +0,0 @@
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-bool normalTexturePresent = false;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-vec4 get_normal_map(vec2 uv){
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 -1.0);
- bump.y = -bump.y;
- return bump;
-}
-
-void main (void)
-{
- vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
-
-#ifdef USE_NORMALMAPS
- if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == false){
- float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- vec4 col = vec4(color.rgb, base.a);
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / e;
- col.g = 1.0 - exp(1.0 - col.g) / e;
- col.b = 1.0 - exp(1.0 - col.b) / e;
- col = sqrt(col); // Linear -> SRGB
- col *= gl_Color;
- 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.rgb, base.a);
-}
diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl
deleted file mode 100644
index a95c20242..000000000
--- a/client/shaders/plants_shader/opengl_vertex.glsl
+++ /dev/null
@@ -1,93 +0,0 @@
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-uniform float animationTimer;
-
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-const float BS = 10.0;
-
-#ifdef ENABLE_WAVING_PLANTS
-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;
-
-#ifdef ENABLE_WAVING_PLANTS
- vec4 pos = gl_Vertex;
- vec4 pos2 = mWorld * gl_Vertex;
- if (gl_TexCoord[0].y < 0.05) {
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
- }
- gl_Position = mWorldViewProj * pos;
-#else
- gl_Position = mWorldViewProj * gl_Vertex;
-#endif
-
- vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- lightVec = sunPosition - worldPosition;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
-
- 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 * 2.5; // 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 = clamp(rg,0.0,1.0);
- color.g = clamp(rg,0.0,1.0);
- color.b = clamp(b,0.0,1.0);
-
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- if(gl_Normal.y <= 0.5)
- color *= 0.6;
- color = sqrt(color); // Linear -> SRGB
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-}