From 6c98fd6658fcf7c0c676ee88f03e364c852e9f1b Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Wed, 14 May 2014 23:19:31 +0200 Subject: Unite nodes shaders. Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader. --- client/shaders/leaves_shader/opengl_vertex.glsl | 92 ------------------------- 1 file changed, 92 deletions(-) delete mode 100644 client/shaders/leaves_shader/opengl_vertex.glsl (limited to 'client/shaders/leaves_shader/opengl_vertex.glsl') diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl deleted file mode 100644 index 30ad00b82..000000000 --- a/client/shaders/leaves_shader/opengl_vertex.glsl +++ /dev/null @@ -1,92 +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_LEAVES -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_LEAVES - vec4 pos = gl_Vertex; - vec4 pos2 = mWorld*gl_Vertex; - pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; - pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; - pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 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; -} -- cgit v1.2.3