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path: root/client/shaders/water_surface_shader/opengl_vertex.glsl
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-rw-r--r--client/shaders/water_surface_shader/opengl_vertex.glsl137
1 files changed, 0 insertions, 137 deletions
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl
deleted file mode 100644
index 112db9bb5..000000000
--- a/client/shaders/water_surface_shader/opengl_vertex.glsl
+++ /dev/null
@@ -1,137 +0,0 @@
-uniform mat4 mWorldViewProj;
-uniform mat4 mWorld;
-
-// Color of the light emitted by the sun.
-uniform vec3 dayLight;
-uniform vec3 eyePosition;
-uniform float animationTimer;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
-
-// Color of the light emitted by the light sources.
-const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
-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;
-
-#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 pos2 = mWorld * gl_Vertex;
- /*
- * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
- * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
- * And bufferize calcul to a float
- */
- float pos2XpZ = pos2.x + pos2.z;
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
- gl_Position = mWorldViewProj * pos;
-#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
- vec4 pos = gl_Vertex;
- vec4 pos2 = mWorld * gl_Vertex;
- if (gl_TexCoord[0].y < 0.05) {
- /*
- * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
- * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
- * And bufferize calcul to a float
- */
- float pos2XpZ = pos2.x + pos2.z;
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -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);
-
- vec3 normal, tangent, binormal;
- normal = normalize(gl_NormalMatrix * gl_Normal);
- if (gl_Normal.x > 0.5) {
- // 1.0, 0.0, 0.0
- tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
- } else if (gl_Normal.x < -0.5) {
- // -1.0, 0.0, 0.0
- tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
- } else if (gl_Normal.y > 0.5) {
- // 0.0, 1.0, 0.0
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
- } else if (gl_Normal.y < -0.5) {
- // 0.0, -1.0, 0.0
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
- } else if (gl_Normal.z > 0.5) {
- // 0.0, 0.0, 1.0
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
- } else if (gl_Normal.z < -0.5) {
- // 0.0, 0.0, -1.0
- tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
- }
- mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
- tangent.y, binormal.y, normal.y,
- tangent.z, binormal.z, normal.z);
-
- lightVec = sunPosition - worldPosition;
- tsLightVec = lightVec * tbnMatrix;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
- tsEyeVec = eyeVec * tbnMatrix;
-
- // Calculate color.
- // Red, green and blue components are pre-multiplied with
- // the brightness, so now we have to multiply these
- // colors with the color of the incoming light.
- // The pre-baked colors are halved to prevent overflow.
- vec4 color;
- // The alpha gives the ratio of sunlight in the incoming light.
- float nightRatio = 1 - gl_Color.a;
- color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
- nightRatio * artificialLight.rgb) * 2;
- color.a = 1;
-
- // Emphase blue a bit in darker places
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
- float brightness = (color.r + color.g + color.b) / 3;
- color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
- 0.07 * brightness);
-
- gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
-}