summaryrefslogtreecommitdiff
path: root/client/shaders/nodes_shader/opengl_vertex.glsl
blob: 8c7e274598e252108d136df1bca8daca7bd4fa54 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
uniform mat4 mWorld;
// Color of the light emitted by the sun.
uniform vec3 dayLight;
uniform vec3 eyePosition;

// The cameraOffset is the current center of the visible world.
uniform vec3 cameraOffset;
uniform float animationTimer;

varying vec3 vNormal;
varying vec3 vPosition;
// World position in the visible world (i.e. relative to the cameraOffset.)
// This can be used for many shader effects without loss of precision.
// If the absolute position is required it can be calculated with
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
// The centroid keyword ensures that after interpolation the texture coordinates
// lie within the same bounds when MSAA is en- and disabled.
// This fixes the stripes problem with nearest-neighbour textures and MSAA.
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
	// shadow uniforms
	uniform vec3 v_LightDirection;
	uniform float f_textureresolution;
	uniform mat4 m_ShadowViewProj;
	uniform float f_shadowfar;
	uniform float f_shadow_strength;
	uniform float f_timeofday;
	varying float cosLight;
	varying float normalOffsetScale;
	varying float adj_shadow_strength;
	varying float f_normal_length;
#endif


varying vec3 eyeVec;
varying float nightRatio;
// 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;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;

#ifdef ENABLE_DYNAMIC_SHADOWS
// custom smoothstep implementation because it's not defined in glsl1.2
// https://docs.gl/sl4/smoothstep
float mtsmoothstep(in float edge0, in float edge1, in float x)
{
	float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
	return t * t * (3.0 - 2.0 * t);
}
#endif


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;
}

// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER

//
// Simple, fast noise function.
// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
//
vec4 perm(vec4 x)
{
	return mod(((x * 34.0) + 1.0) * x, 289.0);
}

float snoise(vec3 p)
{
	vec3 a = floor(p);
	vec3 d = p - a;
	d = d * d * (3.0 - 2.0 * d);

	vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
	vec4 k1 = perm(b.xyxy);
	vec4 k2 = perm(k1.xyxy + b.zzww);

	vec4 c = k2 + a.zzzz;
	vec4 k3 = perm(c);
	vec4 k4 = perm(c + 1.0);

	vec4 o1 = fract(k3 * (1.0 / 41.0));
	vec4 o2 = fract(k4 * (1.0 / 41.0));

	vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
	vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);

	return o4.y * d.y + o4.x * (1.0 - d.y);
}

#endif




void main(void)
{
	varTexCoord = inTexCoord0.st;

	float disp_x;
	float disp_z;
// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
	vec4 pos2 = mWorld * inVertexPosition;
	float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
	disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
		smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
	disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
		smoothTriangleWave(animationTimer * 29.0 + tOffset) +
		smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif

	worldPosition = (mWorld * inVertexPosition).xyz;

// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
	// Generate waves with Perlin-type noise.
	// The constants are calibrated such that they roughly
	// correspond to the old sine waves.
	vec4 pos = inVertexPosition;
	vec3 wavePos = worldPosition + cameraOffset;
	// The waves are slightly compressed along the z-axis to get
	// wave-fronts along the x-axis.
	wavePos.x /= WATER_WAVE_LENGTH * 3.0;
	wavePos.z /= WATER_WAVE_LENGTH * 2.0;
	wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
	pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
	gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
	vec4 pos = inVertexPosition;
	pos.x += disp_x;
	pos.y += disp_z * 0.1;
	pos.z += disp_z;
	gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
	vec4 pos = inVertexPosition;
	if (varTexCoord.y < 0.05) {
		pos.x += disp_x;
		pos.z += disp_z;
	}
	gl_Position = mWorldViewProj * pos;
#else
	gl_Position = mWorldViewProj * inVertexPosition;
#endif

	vPosition = gl_Position.xyz;
	eyeVec = -(mWorldView * inVertexPosition).xyz;
	vNormal = inVertexNormal;

	// 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.
#ifdef GL_ES
	vec4 color = inVertexColor.bgra;
#else
	vec4 color = inVertexColor;
#endif
	// The alpha gives the ratio of sunlight in the incoming light.
	nightRatio = 1.0 - color.a;
	color.rgb = color.rgb * (color.a * dayLight.rgb +
		nightRatio * artificialLight.rgb) * 2.0;
	color.a = 1.0;

	// Emphase blue a bit in darker places
	// See C++ implementation in mapblock_mesh.cpp final_color_blend()
	float brightness = (color.r + color.g + color.b) / 3.0;
	color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
		0.07 * brightness);

	varColor = clamp(color, 0.0, 1.0);

#ifdef ENABLE_DYNAMIC_SHADOWS
	if (f_shadow_strength > 0.0) {
		vec3 nNormal = normalize(vNormal);
		cosLight = dot(nNormal, -v_LightDirection);
		
		// Calculate normal offset scale based on the texel size adjusted for
		// curvature of the SM texture. This code must be change together with
		// getPerspectiveFactor or any light-space transformation.
		vec3 eyeToVertex = worldPosition - eyePosition + cameraOffset;
		// Distance from the vertex to the player
		float distanceToPlayer = length(eyeToVertex - v_LightDirection * dot(eyeToVertex, v_LightDirection)) / f_shadowfar;
		// perspective factor estimation according to the
		float perspectiveFactor = distanceToPlayer * xyPerspectiveBias0 + xyPerspectiveBias1;
		float texelSize = f_shadowfar * perspectiveFactor * perspectiveFactor /
				(f_textureresolution * xyPerspectiveBias1  - perspectiveFactor * xyPerspectiveBias0);
		float slopeScale = clamp(pow(1.0 - cosLight*cosLight, 0.5), 0.0, 1.0);
		normalOffsetScale = texelSize * slopeScale;

		if (f_timeofday < 0.2) {
			adj_shadow_strength = f_shadow_strength * 0.5 *
				(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
		} else if (f_timeofday >= 0.8) {
			adj_shadow_strength = f_shadow_strength * 0.5 *
				mtsmoothstep(0.8, 0.83, f_timeofday);
		} else {
			adj_shadow_strength = f_shadow_strength *
				mtsmoothstep(0.20, 0.25, f_timeofday) *
				(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
		}
		f_normal_length = length(vNormal);
	}
#endif
}