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/test_shader_3/base.txt | 1 - client/shaders/test_shader_3/opengl_fragment.glsl | 25 ----------- client/shaders/test_shader_3/opengl_vertex.glsl | 51 ----------------------- 3 files changed, 77 deletions(-) delete mode 100644 client/shaders/test_shader_3/base.txt delete mode 100644 client/shaders/test_shader_3/opengl_fragment.glsl delete mode 100644 client/shaders/test_shader_3/opengl_vertex.glsl (limited to 'client/shaders/test_shader_3') diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt deleted file mode 100644 index 1c2647118..000000000 --- a/client/shaders/test_shader_3/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl deleted file mode 100644 index 535774c11..000000000 --- a/client/shaders/test_shader_3/opengl_fragment.glsl +++ /dev/null @@ -1,25 +0,0 @@ - -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 deleted file mode 100644 index 2881bad21..000000000 --- a/client/shaders/test_shader_3/opengl_vertex.glsl +++ /dev/null @@ -1,51 +0,0 @@ - -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; -} -- cgit v1.2.3