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/plants_shader/base.txt | 1 - client/shaders/plants_shader/opengl_fragment.glsl | 94 ----------------------- client/shaders/plants_shader/opengl_vertex.glsl | 93 ---------------------- 3 files changed, 188 deletions(-) delete mode 100644 client/shaders/plants_shader/base.txt delete mode 100644 client/shaders/plants_shader/opengl_fragment.glsl delete mode 100644 client/shaders/plants_shader/opengl_vertex.glsl (limited to 'client/shaders/plants_shader') diff --git a/client/shaders/plants_shader/base.txt b/client/shaders/plants_shader/base.txt deleted file mode 100644 index 080df30dd..000000000 --- a/client/shaders/plants_shader/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach_ref diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl deleted file mode 100644 index 817530a83..000000000 --- a/client/shaders/plants_shader/opengl_fragment.glsl +++ /dev/null @@ -1,94 +0,0 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; - -bool normalTexturePresent = false; - -const float e = 2.718281828459; - -float intensity (vec3 color){ - return (color.r + color.g + color.b) / 3.0; -} - -float get_rgb_height (vec2 uv){ - return intensity(texture2D(baseTexture,uv).rgb); -} - -vec4 get_normal_map(vec2 uv){ - vec4 bump = texture2D(normalTexture, uv).rgba; - bump.xyz = normalize(bump.xyz * 2.0 -1.0); - bump.y = -bump.y; - return bump; -} - -void main (void) -{ - vec3 color; - vec4 bump; - vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - -#ifdef USE_NORMALMAPS - if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#ifdef GENERATE_NORMALMAPS - if (use_normalmap == false){ - float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP)); - float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP)); - float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP)); - float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y)); - float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP)); - float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP)); - float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP)); - float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y)); - float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); - float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); - bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0); - use_normalmap = true; - } -#endif - -vec4 base = texture2D(baseTexture, uv).rgba; - -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap){ - vec3 L = normalize(lightVec); - vec3 E = normalize(eyeVec); - float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5); - float diffuse = dot(E,bump.xyz); - color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; - } else { - color = base.rgb; - } -#else - color = base.rgb; -#endif - - vec4 col = vec4(color.rgb, base.a); - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB - col *= gl_Color; - 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.rgb, base.a); -} diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl deleted file mode 100644 index a95c20242..000000000 --- a/client/shaders/plants_shader/opengl_vertex.glsl +++ /dev/null @@ -1,93 +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_PLANTS -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_PLANTS - vec4 pos = gl_Vertex; - vec4 pos2 = mWorld * gl_Vertex; - if (gl_TexCoord[0].y < 0.05) { - pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; - pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -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); - - 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