diff options
Diffstat (limited to 'client/shaders')
-rw-r--r-- | client/shaders/bumpmaps_liquids/base.txt | 1 | ||||
-rw-r--r-- | client/shaders/bumpmaps_liquids/opengl_fragment.glsl | 47 | ||||
-rw-r--r-- | client/shaders/bumpmaps_liquids/opengl_vertex.glsl | 98 | ||||
-rw-r--r-- | client/shaders/bumpmaps_solids/base.txt | 1 | ||||
-rw-r--r-- | client/shaders/bumpmaps_solids/opengl_fragment.glsl | 46 | ||||
-rw-r--r-- | client/shaders/bumpmaps_solids/opengl_vertex.glsl | 98 |
6 files changed, 291 insertions, 0 deletions
diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/bumpmaps_liquids/base.txt new file mode 100644 index 000000000..1c2647118 --- /dev/null +++ b/client/shaders/bumpmaps_liquids/base.txt @@ -0,0 +1 @@ +trans_alphach diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl new file mode 100644 index 000000000..ea618384f --- /dev/null +++ b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl @@ -0,0 +1,47 @@ +
+uniform sampler2D myTexture;
+uniform sampler2D normalTexture;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+varying vec3 viewVec;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ float alpha = col.a;
+ vec2 uv = gl_TexCoord[0].st;
+ vec4 base = texture2D(myTexture, uv);
+ vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
+ vec3 vVec = normalize(viewVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
+ float diffuse = max(dot(lVec, bump), 0.0);
+
+ vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
+
+
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ vec4 vSpecular = 0.2*specular * diffuse;
+ color += vSpecular;
+
+
+ col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ alpha = mix(alpha, 0.0, d);
+ }
+
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl new file mode 100644 index 000000000..99c208bdd --- /dev/null +++ b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl @@ -0,0 +1,98 @@ +
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+varying vec3 vPosition;
+varying vec3 viewVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ vec3 tangent;
+ vec3 binormal;
+
+ vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
+ vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
+
+ if( length(c1)>length(c2) )
+ {
+ tangent = c1;
+ }
+ else
+ {
+ tangent = c2;
+ }
+
+ tangent = normalize(tangent);
+
+//binormal = cross(gl_Normal, tangent);
+//binormal = normalize(binormal);
+
+ 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 * 1.5; // 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 = rg;
+ color.g = rg;
+ color.b = b;
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
+ //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
+ //vec3 b1 = cross(n1, t1);
+
+ vec3 v;
+ vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
+ vec3 vVec = -vVertex;
+ //v.x = dot(vVec, t1);
+ //v.y = dot(vVec, b1);
+ //v.z = dot(vVec, n1);
+ //viewVec = vVec;
+ viewVec = normalize(vec3(0.0, -0.4, 0.5));
+ //Vector representing the 0th texture coordinate passed to fragment shader
+//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
+
+// Transform the current vertex
+//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/bumpmaps_solids/base.txt new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/bumpmaps_solids/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl new file mode 100644 index 000000000..6203592f7 --- /dev/null +++ b/client/shaders/bumpmaps_solids/opengl_fragment.glsl @@ -0,0 +1,46 @@ +
+uniform sampler2D myTexture;
+uniform sampler2D normalTexture;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+varying vec3 viewVec;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ float alpha = col.a;
+ vec2 uv = gl_TexCoord[0].st;
+ vec4 base = texture2D(myTexture, uv);
+ vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
+ vec3 vVec = normalize(viewVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
+ float diffuse = max(dot(lVec, bump), 0.0);
+
+ vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
+
+
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ vec4 vSpecular = 0.2*specular * diffuse;
+ color += vSpecular;
+
+
+ col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
+ col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
+ col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
+ col = sqrt(col); // Linear -> SRGB
+ 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.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl new file mode 100644 index 000000000..99c208bdd --- /dev/null +++ b/client/shaders/bumpmaps_solids/opengl_vertex.glsl @@ -0,0 +1,98 @@ +
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+varying vec3 vPosition;
+varying vec3 viewVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ vec3 tangent;
+ vec3 binormal;
+
+ vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
+ vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
+
+ if( length(c1)>length(c2) )
+ {
+ tangent = c1;
+ }
+ else
+ {
+ tangent = c2;
+ }
+
+ tangent = normalize(tangent);
+
+//binormal = cross(gl_Normal, tangent);
+//binormal = normalize(binormal);
+
+ 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 * 1.5; // 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 = rg;
+ color.g = rg;
+ color.b = b;
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
+ //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
+ //vec3 b1 = cross(n1, t1);
+
+ vec3 v;
+ vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
+ vec3 vVec = -vVertex;
+ //v.x = dot(vVec, t1);
+ //v.y = dot(vVec, b1);
+ //v.z = dot(vVec, n1);
+ //viewVec = vVec;
+ viewVec = normalize(vec3(0.0, -0.4, 0.5));
+ //Vector representing the 0th texture coordinate passed to fragment shader
+//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
+
+// Transform the current vertex
+//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
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