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Diffstat (limited to 'src/shader.cpp')
-rw-r--r--src/shader.cpp52
1 files changed, 44 insertions, 8 deletions
diff --git a/src/shader.cpp b/src/shader.cpp
index 76af23686..39296f6a3 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -673,15 +673,51 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
if(vertex_program == "" && pixel_program == "" && geometry_program == "")
return shaderinfo;
- if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) {
- if(vertex_program != "")
- vertex_program = "#define NORMALS\n" + vertex_program;
- if(pixel_program != "")
- pixel_program = "#define NORMALS\n" + pixel_program;
- if(geometry_program != "")
- geometry_program = "#define NORMALS\n" + geometry_program;
- }
+ // Create shaders header
+ std::string shaders_header = "#version 120\n";
+ if (g_settings->getBool("enable_bumpmapping"))
+ shaders_header += "#define ENABLE_BUMPMAPPING\n";
+
+ if (g_settings->getBool("enable_parallax_occlusion")){
+ shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
+ shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
+ shaders_header += "\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
+ shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
+ shaders_header += "\n";
+ }
+
+ if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
+ shaders_header += "#define USE_NORMALMAPS\n";
+
+ if (g_settings->getBool("enable_waving_water")){
+ shaders_header += "#define ENABLE_WAVING_WATER\n";
+ shaders_header += "#define WATER_WAVE_HEIGHT ";
+ shaders_header += ftos(g_settings->getFloat("water_wave_height"));
+ shaders_header += "\n";
+ shaders_header += "#define WATER_WAVE_LENGTH ";
+ shaders_header += ftos(g_settings->getFloat("water_wave_length"));
+ shaders_header += "\n";
+ shaders_header += "#define WATER_WAVE_SPEED ";
+ shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
+ shaders_header += "\n";
+ }
+
+ if (g_settings->getBool("enable_waving_leaves"))
+ shaders_header += "#define ENABLE_WAVING_LEAVES\n";
+
+ if (g_settings->getBool("enable_waving_plants"))
+ shaders_header += "#define ENABLE_WAVING_PLANTS\n";
+
+ if(pixel_program != "")
+ pixel_program = shaders_header + pixel_program;
+ if(vertex_program != "")
+ vertex_program = shaders_header + vertex_program;
+ if(geometry_program != "")
+ geometry_program = shaders_header + geometry_program;
+
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;