From 923a8f1983271f65c80cbbde7c46153ce58560b4 Mon Sep 17 00:00:00 2001 From: Lars Hofhansl Date: Wed, 7 Dec 2016 21:14:18 -0800 Subject: Shaders: Remove unnecessary 'if' statements Pull if GENERATE_NORMALMAPS == 1 into the template to avoid evaluating it for each fragment. Remove if (fogDistance != 0.0). --- client/shaders/nodes_shader/opengl_fragment.glsl | 31 +++++++++++----------- .../water_surface_shader/opengl_fragment.glsl | 30 ++++++++++----------- client/shaders/wielded_shader/opengl_fragment.glsl | 31 +++++++++++----------- 3 files changed, 46 insertions(+), 46 deletions(-) (limited to 'client') diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 71ded2b9d..914f9f873 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -163,7 +163,8 @@ void main(void) } #endif - if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) { +#if GENERATE_NORMALMAPS == 1 + if (normalTexturePresent == 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)); @@ -177,7 +178,7 @@ void main(void) bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); use_normalmap = true; } - +#endif vec4 base = texture2D(baseTexture, uv).rgba; #ifdef ENABLE_BUMPMAPPING @@ -200,20 +201,18 @@ void main(void) col = applyToneMapping(col); #endif - if (fogDistance != 0.0) { - // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), - // the fog will only be rendered correctly if the last operation before the - // clamp() is an addition. Else, the clamp() seems to be ignored. - // E.g. the following won't work: - // float clarity = clamp(fogShadingParameter - // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); - // As additions usually come for free following a multiplication, the new formula - // should be more efficient as well. - // Note: clarity = (1 - fogginess) - float clarity = clamp(fogShadingParameter - - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); - col = mix(skyBgColor, col, clarity); - } + // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), + // the fog will only be rendered correctly if the last operation before the + // clamp() is an addition. Else, the clamp() seems to be ignored. + // E.g. the following won't work: + // float clarity = clamp(fogShadingParameter + // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); + // As additions usually come for free following a multiplication, the new formula + // should be more efficient as well. + // Note: clarity = (1 - fogginess) + float clarity = clamp(fogShadingParameter + - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); + col = mix(skyBgColor, col, clarity); col = vec4(col.rgb, base.a); gl_FragColor = col; diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index c4e78470d..19f6ac80f 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -114,7 +114,8 @@ void main(void) } #endif - if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) { +#if GENERATE_NORMALMAPS == 1 + 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)); @@ -128,6 +129,7 @@ void main(void) bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0); use_normalmap = true; } +#endif vec4 base = texture2D(baseTexture, uv).rgba; @@ -156,20 +158,18 @@ vec4 base = texture2D(baseTexture, uv).rgba; col = applyToneMapping(col); #endif - if (fogDistance != 0.0) { - // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), - // the fog will only be rendered correctly if the last operation before the - // clamp() is an addition. Else, the clamp() seems to be ignored. - // E.g. the following won't work: - // float clarity = clamp(fogShadingParameter - // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); - // As additions usually come for free following a multiplication, the new formula - // should be more efficient as well. - // Note: clarity = (1 - fogginess) - float clarity = clamp(fogShadingParameter - - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); - col = mix(skyBgColor, col, clarity); - } + // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), + // the fog will only be rendered correctly if the last operation before the + // clamp() is an addition. Else, the clamp() seems to be ignored. + // E.g. the following won't work: + // float clarity = clamp(fogShadingParameter + // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); + // As additions usually come for free following a multiplication, the new formula + // should be more efficient as well. + // Note: clarity = (1 - fogginess) + float clarity = clamp(fogShadingParameter + - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); + col = mix(skyBgColor, col, clarity); col = vec4(col.rgb, base.a); gl_FragColor = col; diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl index ba7a8f12d..546aef71d 100644 --- a/client/shaders/wielded_shader/opengl_fragment.glsl +++ b/client/shaders/wielded_shader/opengl_fragment.glsl @@ -75,7 +75,8 @@ void main(void) } #endif - if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) { +#if GENERATE_NORMALMAPS == 1 + if (normalTexturePresent == 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)); @@ -89,6 +90,7 @@ void main(void) bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); use_normalmap = true; } +#endif vec4 base = texture2D(baseTexture, uv).rgba; @@ -108,19 +110,18 @@ void main(void) vec4 col = vec4(color.rgb, base.a); col *= gl_Color; - if (fogDistance != 0.0) { - // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), - // the fog will only be rendered correctly if the last operation before the - // clamp() is an addition. Else, the clamp() seems to be ignored. - // E.g. the following won't work: - // float clarity = clamp(fogShadingParameter - // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); - // As additions usually come for free following a multiplication, the new formula - // should be more efficient as well. - // Note: clarity = (1 - fogginess) - float clarity = clamp(fogShadingParameter - - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); - col = mix(skyBgColor, col, clarity); - } + // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), + // the fog will only be rendered correctly if the last operation before the + // clamp() is an addition. Else, the clamp() seems to be ignored. + // E.g. the following won't work: + // float clarity = clamp(fogShadingParameter + // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); + // As additions usually come for free following a multiplication, the new formula + // should be more efficient as well. + // Note: clarity = (1 - fogginess) + float clarity = clamp(fogShadingParameter + - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); + col = mix(skyBgColor, col, clarity); + gl_FragColor = vec4(col.rgb, base.a); } -- cgit v1.2.3 From d04d8aba7029a2501854a2838fd282b81358a54e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?D=C3=A1niel=20Juh=C3=A1sz?= Date: Thu, 12 Jan 2017 15:46:30 +0100 Subject: Add hardware node coloring. Includes: - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted" --- client/shaders/nodes_shader/opengl_vertex.glsl | 43 +++++++++------------ .../water_surface_shader/opengl_vertex.glsl | 45 ++++++++++------------ client/shaders/wielded_shader/opengl_vertex.glsl | 1 - 3 files changed, 39 insertions(+), 50 deletions(-) (limited to 'client') diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 44c48cc4c..3ac79c26d 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -1,7 +1,8 @@ uniform mat4 mWorldViewProj; uniform mat4 mWorld; -uniform float dayNightRatio; +// Color of the light emitted by the sun. +uniform vec3 dayLight; uniform vec3 eyePosition; uniform float animationTimer; @@ -14,6 +15,8 @@ varying vec3 tsEyeVec; varying vec3 tsLightVec; varying float area_enable_parallax; +// Color of the light emitted by the light sources. +const vec3 artificialLight = vec3(1.04, 1.04, 1.04); const float e = 2.718281828459; const float BS = 10.0; @@ -119,31 +122,23 @@ float disp_z; v.z = dot(eyeVec, normal); tsEyeVec = normalize (v); + // Calculate color. + // Red, green and blue components are pre-multiplied with + // the brightness, so now we have to multiply these + // colors with the color of the incoming light. + // The pre-baked colors are halved to prevent overflow. vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - 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) / 23.0; - + // The alpha gives the ratio of sunlight in the incoming light. + float nightRatio = 1 - gl_Color.a; + color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + + nightRatio * artificialLight.rgb) * 2; + color.a = 1; + // 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; + float brightness = (color.r + color.g + color.b) / 3; + color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) + + 0.07 * brightness); + gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); } diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index a930e7b8f..112db9bb5 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -1,7 +1,8 @@ uniform mat4 mWorldViewProj; uniform mat4 mWorld; -uniform float dayNightRatio; +// Color of the light emitted by the sun. +uniform vec3 dayLight; uniform vec3 eyePosition; uniform float animationTimer; @@ -13,6 +14,8 @@ varying vec3 lightVec; varying vec3 tsEyeVec; varying vec3 tsLightVec; +// Color of the light emitted by the light sources. +const vec3 artificialLight = vec3(1.04, 1.04, 1.04); const float e = 2.718281828459; const float BS = 10.0; @@ -112,31 +115,23 @@ void main(void) eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; tsEyeVec = eyeVec * tbnMatrix; + // Calculate color. + // Red, green and blue components are pre-multiplied with + // the brightness, so now we have to multiply these + // colors with the color of the incoming light. + // The pre-baked colors are halved to prevent overflow. vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - 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) / 23.0; - + // The alpha gives the ratio of sunlight in the incoming light. + float nightRatio = 1 - gl_Color.a; + color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + + nightRatio * artificialLight.rgb) * 2; + color.a = 1; + // 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 = clamp(color,0.0,1.0); + float brightness = (color.r + color.g + color.b) / 3; + color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) + + 0.07 * brightness); + + gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); } diff --git a/client/shaders/wielded_shader/opengl_vertex.glsl b/client/shaders/wielded_shader/opengl_vertex.glsl index 86c626896..9f05b833a 100644 --- a/client/shaders/wielded_shader/opengl_vertex.glsl +++ b/client/shaders/wielded_shader/opengl_vertex.glsl @@ -1,7 +1,6 @@ uniform mat4 mWorldViewProj; uniform mat4 mWorld; -uniform float dayNightRatio; uniform vec3 eyePosition; uniform float animationTimer; -- cgit v1.2.3 From 74afe6fe6bf5bd6eeba3b6f4fbbfbe8758e7f750 Mon Sep 17 00:00:00 2001 From: numberZero Date: Tue, 31 Jan 2017 11:42:39 +0400 Subject: Fix fog weirdness (#5146) --- client/shaders/nodes_shader/opengl_fragment.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'client') diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 914f9f873..7c5b9b613 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -37,7 +37,7 @@ const float fogShadingParameter = 1 / ( 1 - fogStart); vec3 uncharted2Tonemap(vec3 x) { - return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334; + return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333; } vec4 applyToneMapping(vec4 color) -- cgit v1.2.3 From 3342dcc4bc6ee573ab0ce7ecff966faf60e09d56 Mon Sep 17 00:00:00 2001 From: paramat Date: Fri, 5 May 2017 02:12:47 +0100 Subject: Shaders: Remove unused water surface shader Also remove hardcoded MTGame node. The 'water surface shader' was duplicated shader code in preparation for intended new water surface shaders. For development purposes the MTGame node 'default:water_source' had it's top tile assigned to 'water surface shader'. Due to shader duplication this commit does not cause any change to shader behaviour. --- .../water_surface_shader/opengl_fragment.glsl | 176 --------------------- .../water_surface_shader/opengl_vertex.glsl | 137 ---------------- 2 files changed, 313 deletions(-) delete mode 100644 client/shaders/water_surface_shader/opengl_fragment.glsl delete mode 100644 client/shaders/water_surface_shader/opengl_vertex.glsl (limited to 'client') diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl deleted file mode 100644 index 19f6ac80f..000000000 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ /dev/null @@ -1,176 +0,0 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D textureFlags; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 tsEyeVec; -varying vec3 lightVec; -varying vec3 tsLightVec; - -bool normalTexturePresent = false; -bool texTileableHorizontal = false; -bool texTileableVertical = false; -bool texSeamless = false; - -const float e = 2.718281828459; -const float BS = 10.0; -const float fogStart = FOG_START; -const float fogShadingParameter = 1 / ( 1 - fogStart); - -#ifdef ENABLE_TONE_MAPPING - -/* Hable's UC2 Tone mapping parameters - A = 0.22; - B = 0.30; - C = 0.10; - D = 0.20; - E = 0.01; - F = 0.30; - W = 11.2; - equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F -*/ - -vec3 uncharted2Tonemap(vec3 x) -{ - return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334; -} - -vec4 applyToneMapping(vec4 color) -{ - color = vec4(pow(color.rgb, vec3(2.2)), color.a); - const float gamma = 1.6; - const float exposureBias = 5.5; - color.rgb = uncharted2Tonemap(exposureBias * color.rgb); - // Precalculated white_scale from - //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); - vec3 whiteScale = vec3(1.036015346); - color.rgb *= whiteScale; - return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a); -} -#endif - -void get_texture_flags() -{ - vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); - if (flags.r > 0.5) { - normalTexturePresent = true; - } - if (flags.g > 0.5) { - texTileableHorizontal = true; - } - if (flags.b > 0.5) { - texTileableVertical = true; - } - if (texTileableHorizontal && texTileableVertical) { - texSeamless = true; - } -} - -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; - get_texture_flags(); - -#ifdef ENABLE_PARALLAX_OCCLUSION - if (normalTexturePresent) { - vec3 tsEye = normalize(tsEyeVec); - float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS; - uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y); - } -#endif - -#ifdef USE_NORMALMAPS - if (normalTexturePresent) { - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#if GENERATE_NORMALMAPS == 1 - 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); - /* Mathematic optimization - * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; - * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions - * end: 2 multiplications + 3 additions) - */ - color = (0.05 + diffuse + 0.2 * specular) * base.rgb; - } else { - color = base.rgb; - } -#else - color = base.rgb; -#endif - - vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); - -#ifdef ENABLE_TONE_MAPPING - col = applyToneMapping(col); -#endif - - // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), - // the fog will only be rendered correctly if the last operation before the - // clamp() is an addition. Else, the clamp() seems to be ignored. - // E.g. the following won't work: - // float clarity = clamp(fogShadingParameter - // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); - // As additions usually come for free following a multiplication, the new formula - // should be more efficient as well. - // Note: clarity = (1 - fogginess) - float clarity = clamp(fogShadingParameter - - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); - col = mix(skyBgColor, col, clarity); - col = vec4(col.rgb, base.a); - - gl_FragColor = col; -} diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl deleted file mode 100644 index 112db9bb5..000000000 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ /dev/null @@ -1,137 +0,0 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mWorld; - -// Color of the light emitted by the sun. -uniform vec3 dayLight; -uniform vec3 eyePosition; -uniform float animationTimer; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; -varying vec3 tsEyeVec; -varying vec3 tsLightVec; - -// Color of the light emitted by the light sources. -const vec3 artificialLight = vec3(1.04, 1.04, 1.04); -const float e = 2.718281828459; -const float BS = 10.0; - -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; -} - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - -#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER - vec4 pos = gl_Vertex; - pos.y -= 2.0; - - float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); - - pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; - gl_Position = mWorldViewProj * pos; -#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES - vec4 pos = gl_Vertex; - vec4 pos2 = mWorld * gl_Vertex; - /* - * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) - * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) - * And bufferize calcul to a float - */ - float pos2XpZ = pos2.x + pos2.z; - pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4; - pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2; - pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4; - gl_Position = mWorldViewProj * pos; -#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS - vec4 pos = gl_Vertex; - vec4 pos2 = mWorld * gl_Vertex; - if (gl_TexCoord[0].y < 0.05) { - /* - * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) - * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) - * And bufferize calcul to a float - */ - float pos2XpZ = pos2.x + pos2.z; - pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8; - pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -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); - - 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); - - lightVec = sunPosition - worldPosition; - tsLightVec = lightVec * tbnMatrix; - eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; - tsEyeVec = eyeVec * tbnMatrix; - - // Calculate color. - // Red, green and blue components are pre-multiplied with - // the brightness, so now we have to multiply these - // colors with the color of the incoming light. - // The pre-baked colors are halved to prevent overflow. - vec4 color; - // The alpha gives the ratio of sunlight in the incoming light. - float nightRatio = 1 - gl_Color.a; - color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + - nightRatio * artificialLight.rgb) * 2; - color.a = 1; - - // Emphase blue a bit in darker places - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - float brightness = (color.r + color.g + color.b) / 3; - color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) + - 0.07 * brightness); - - gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); -} -- cgit v1.2.3