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-rw-r--r--client/shaders/test_shader_3/base.txt1
-rw-r--r--client/shaders/test_shader_3/opengl_fragment.glsl25
-rw-r--r--client/shaders/test_shader_3/opengl_vertex.glsl51
3 files changed, 77 insertions, 0 deletions
diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt
new file mode 100644
index 000000000..1c2647118
--- /dev/null
+++ b/client/shaders/test_shader_3/base.txt
@@ -0,0 +1 @@
+trans_alphach
diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl
new file mode 100644
index 000000000..535774c11
--- /dev/null
+++ b/client/shaders/test_shader_3/opengl_fragment.glsl
@@ -0,0 +1,25 @@
+
+uniform sampler2D myTexture;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ col *= gl_Color;
+ float a = col.a;
+ 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));
+ a = mix(a, 0.0, d);
+ }
+
+ gl_FragColor = vec4(col.r, col.g, col.b, a);
+}
diff --git a/client/shaders/test_shader_3/opengl_vertex.glsl b/client/shaders/test_shader_3/opengl_vertex.glsl
new file mode 100644
index 000000000..2881bad21
--- /dev/null
+++ b/client/shaders/test_shader_3/opengl_vertex.glsl
@@ -0,0 +1,51 @@
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+varying vec3 vPosition;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * 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 * 1.0; // 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;
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+}