From 2330267d2207208799ad347ea0d129c0b4551d61 Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Tue, 3 Dec 2013 17:21:40 +0100 Subject: Shaders rework. --- client/shaders/solids_shader/opengl_vertex.glsl | 99 +++++++++++++++++++++++++ 1 file changed, 99 insertions(+) create mode 100644 client/shaders/solids_shader/opengl_vertex.glsl (limited to 'client/shaders/solids_shader/opengl_vertex.glsl') diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c26fdd3d5 --- /dev/null +++ b/client/shaders/solids_shader/opengl_vertex.glsl @@ -0,0 +1,99 @@ +#version 120 + +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform float dayNightRatio; + +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 eyeVec; +varying vec3 tsEyeVec; + +void main(void) +{ + gl_Position = mWorldViewProj * gl_Vertex; + vPosition = (mWorldViewProj * gl_Vertex).xyz; + + vec3 normal,tangent,binormal; + normal = normalize(gl_NormalMatrix * gl_Normal); + + if (gl_Normal.x > 0.5) { + // 1.0, 0.0, 0.0 + tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); + } else if (gl_Normal.x < -0.5) { + // -1.0, 0.0, 0.0 + tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); + } else if (gl_Normal.y > 0.5) { + // 0.0, 1.0, 0.0 + tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); + } else if (gl_Normal.y < -0.5) { + // 0.0, -1.0, 0.0 + tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); + } else if (gl_Normal.z > 0.5) { + // 0.0, 0.0, 1.0 + tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); + } else if (gl_Normal.z < -0.5) { + // 0.0, 0.0, -1.0 + tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); + binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); + } + + mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, + tangent.y, binormal.y, normal.y, + tangent.z, binormal.z, normal.z); + + eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + tsEyeVec = normalize(eyeVec * tbnMatrix); + + 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 *= 0.7; + color = sqrt(color); // Linear -> SRGB + + color.a = gl_Color.a; + + gl_FrontColor = gl_BackColor = color; + + gl_TexCoord[0] = gl_MultiTexCoord0; + +} -- cgit v1.2.3