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authorRealBadAngel <mk@realbadangel.pl>2013-12-03 17:21:40 +0100
committerPilzAdam <pilzadam@minetest.net>2013-12-03 18:55:25 +0100
commit2330267d2207208799ad347ea0d129c0b4551d61 (patch)
treea4418b0c9fe42ee7944f0531c76f353069735615
parent60113bde74784f4a0125ffa005e9404fbd5cb5b1 (diff)
downloadminetest-2330267d2207208799ad347ea0d129c0b4551d61.tar.gz
minetest-2330267d2207208799ad347ea0d129c0b4551d61.tar.bz2
minetest-2330267d2207208799ad347ea0d129c0b4551d61.zip
Shaders rework.
-rw-r--r--builtin/mainmenu.lua74
-rw-r--r--client/shaders/alpha_shader/base.txt (renamed from client/shaders/bumpmaps_liquids/base.txt)0
-rw-r--r--client/shaders/alpha_shader/opengl_fragment.glsl67
-rw-r--r--client/shaders/alpha_shader/opengl_vertex.glsl99
-rw-r--r--client/shaders/bumpmaps_liquids/opengl_fragment.glsl46
-rw-r--r--client/shaders/bumpmaps_liquids/opengl_vertex.glsl98
-rw-r--r--client/shaders/bumpmaps_solids/opengl_fragment.glsl45
-rw-r--r--client/shaders/bumpmaps_solids/opengl_vertex.glsl98
-rw-r--r--client/shaders/leaves_shader/base.txt (renamed from client/shaders/bumpmaps_solids/base.txt)0
-rw-r--r--client/shaders/leaves_shader/opengl_fragment.glsl54
-rw-r--r--client/shaders/leaves_shader/opengl_vertex.glsl87
-rw-r--r--client/shaders/liquids_shader/base.txt (renamed from client/shaders/test_shader_2/base.txt)0
-rw-r--r--client/shaders/liquids_shader/opengl_fragment.glsl53
-rw-r--r--client/shaders/liquids_shader/opengl_vertex.glsl (renamed from client/shaders/test_shader_1/opengl_vertex.glsl)39
-rw-r--r--client/shaders/plants_shader/base.txt (renamed from client/shaders/test_shader_1/base.txt)0
-rw-r--r--client/shaders/plants_shader/opengl_fragment.glsl53
-rw-r--r--client/shaders/plants_shader/opengl_vertex.glsl87
-rw-r--r--client/shaders/solids_shader/base.txt1
-rw-r--r--client/shaders/solids_shader/opengl_fragment.glsl87
-rw-r--r--client/shaders/solids_shader/opengl_vertex.glsl99
-rw-r--r--client/shaders/test_shader_1/opengl_fragment.glsl25
-rw-r--r--client/shaders/test_shader_2/opengl_fragment.glsl23
-rw-r--r--client/shaders/test_shader_2/opengl_vertex.glsl51
-rw-r--r--client/shaders/test_shader_3/base.txt1
-rw-r--r--client/shaders/test_shader_3/opengl_fragment.glsl25
-rw-r--r--client/shaders/test_shader_3/opengl_vertex.glsl51
-rw-r--r--minetest.conf.example16
-rw-r--r--src/defaultsettings.cpp9
-rw-r--r--src/game.cpp57
-rw-r--r--src/itemdef.cpp11
-rw-r--r--src/mapblock_mesh.cpp61
-rw-r--r--src/nodedef.cpp13
-rw-r--r--src/nodedef.h2
-rw-r--r--src/script/common/c_content.cpp3
-rw-r--r--src/tile.h18
-rw-r--r--textures/base/pack/disable_img.pngbin0 -> 150 bytes
-rw-r--r--textures/base/pack/enable_img.pngbin0 -> 160 bytes
37 files changed, 914 insertions, 539 deletions
diff --git a/builtin/mainmenu.lua b/builtin/mainmenu.lua
index 6c0aaf252..9555146d4 100644
--- a/builtin/mainmenu.lua
+++ b/builtin/mainmenu.lua
@@ -687,7 +687,21 @@ function tabbuilder.handle_settings_buttons(fields)
if fields["cb_finite_liquid"] then
engine.setting_set("liquid_finite", fields["cb_finite_liquid"])
end
-
+ if fields["cb_bumpmapping"] then
+ engine.setting_set("enable_bumpmapping", fields["cb_bumpmapping"])
+ end
+ if fields["cb_parallax"] then
+ engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
+ end
+ if fields["cb_waving_water"] then
+ engine.setting_set("enable_waving_water", fields["cb_waving_water"])
+ end
+ if fields["cb_waving_leaves"] then
+ engine.setting_set("enable_waving_leaves", fields["cb_waving_leaves"])
+ end
+ if fields["cb_waving_plants"] then
+ engine.setting_set("enable_waving_plants", fields["cb_waving_plants"])
+ end
if fields["btn_change_keys"] ~= nil then
engine.show_keys_menu()
end
@@ -923,35 +937,57 @@ end
--------------------------------------------------------------------------------
function tabbuilder.tab_settings()
- return "vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" ..
- "checkbox[1,0.75;cb_fancy_trees;".. fgettext("Fancy trees") .. ";"
+ tab_string =
+ "vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" ..
+ "checkbox[1,0;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
.. dump(engine.setting_getbool("new_style_leaves")) .. "]"..
- "checkbox[1,1.25;cb_smooth_lighting;".. fgettext("Smooth Lighting")
+ "checkbox[1,0.5;cb_smooth_lighting;".. fgettext("Smooth Lighting")
.. ";".. dump(engine.setting_getbool("smooth_lighting")) .. "]"..
- "checkbox[1,1.75;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
+ "checkbox[1,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
.. dump(engine.setting_getbool("enable_3d_clouds")) .. "]"..
- "checkbox[1,2.25;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
+ "checkbox[1,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
.. dump(engine.setting_getbool("opaque_water")) .. "]"..
+ "checkbox[1,2.0;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
+ .. dump(engine.setting_getbool("preload_item_visuals")) .. "]"..
+ "checkbox[1,2.5;cb_particles;".. fgettext("Enable Particles") .. ";"
+ .. dump(engine.setting_getbool("enable_particles")) .. "]"..
+ "checkbox[1,3.0;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";"
+ .. dump(engine.setting_getbool("liquid_finite")) .. "]"..
- "checkbox[4,0.75;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";"
+ "checkbox[4.5,0;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";"
.. dump(engine.setting_getbool("mip_map")) .. "]"..
- "checkbox[4,1.25;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";"
+ "checkbox[4.5,0.5;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";"
.. dump(engine.setting_getbool("anisotropic_filter")) .. "]"..
- "checkbox[4,1.75;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";"
+ "checkbox[4.5,1.0;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";"
.. dump(engine.setting_getbool("bilinear_filter")) .. "]"..
- "checkbox[4,2.25;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";"
+ "checkbox[4.5,1.5;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";"
.. dump(engine.setting_getbool("trilinear_filter")) .. "]"..
- "checkbox[7.5,0.75;cb_shaders;".. fgettext("Shaders") .. ";"
+ "checkbox[8,0;cb_shaders;".. fgettext("Shaders") .. ";"
.. dump(engine.setting_getbool("enable_shaders")) .. "]"..
- "checkbox[7.5,1.25;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
- .. dump(engine.setting_getbool("preload_item_visuals")) .. "]"..
- "checkbox[7.5,1.75;cb_particles;".. fgettext("Enable Particles") .. ";"
- .. dump(engine.setting_getbool("enable_particles")) .. "]"..
- "checkbox[7.5,2.25;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";"
- .. dump(engine.setting_getbool("liquid_finite")) .. "]"..
-
- "button[1,4.25;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]"
+ "button[1,4.5;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]"
+
+if engine.setting_getbool("enable_shaders") then
+ tab_string = tab_string ..
+ "checkbox[8,0.5;cb_bumpmapping;".. fgettext("Bumpmapping") .. ";"
+ .. dump(engine.setting_getbool("enable_bumpmapping")) .. "]"..
+ "checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";"
+ .. dump(engine.setting_getbool("enable_parallax_occlusion")) .. "]"..
+ "checkbox[8,1.5;cb_waving_water;".. fgettext("Waving Water") .. ";"
+ .. dump(engine.setting_getbool("enable_waving_water")) .. "]"..
+ "checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";"
+ .. dump(engine.setting_getbool("enable_waving_leaves")) .. "]"..
+ "checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";"
+ .. dump(engine.setting_getbool("enable_waving_plants")) .. "]"
+else
+ tab_string = tab_string ..
+ "textlist[8.33,0.7;4,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" ..
+ "textlist[8.33,1.2;4,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" ..
+ "textlist[8.33,1.7;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" ..
+ "textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" ..
+ "textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]"
+ end
+return tab_string
end
--------------------------------------------------------------------------------
diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/alpha_shader/base.txt
index 1c2647118..1c2647118 100644
--- a/client/shaders/bumpmaps_liquids/base.txt
+++ b/client/shaders/alpha_shader/base.txt
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl
new file mode 100644
index 000000000..e72c1b9a6
--- /dev/null
+++ b/client/shaders/alpha_shader/opengl_fragment.glsl
@@ -0,0 +1,67 @@
+#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+uniform float enableParallaxOcclusion;
+uniform float parallaxOcclusionScale;
+uniform float parallaxOcclusionBias;
+
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+varying vec3 tsEyeVec;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+ float height;
+ vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
+
+ if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+ float map_height = texture2D(normalTexture, uv).a;
+ if (map_height < 1.0){
+ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ uv = uv + height * tsEye;
+ }
+ }
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ 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
+ 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.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl
new file mode 100644
index 000000000..c26fdd3d5
--- /dev/null
+++ b/client/shaders/alpha_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;
+
+}
diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl
deleted file mode 100644
index bf6bbf043..000000000
--- a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-
-uniform sampler2D myTexture;
-uniform sampler2D normalTexture;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-varying vec3 viewVec;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float alpha = col.a;
- vec2 uv = gl_TexCoord[0].st;
- vec4 base = texture2D(myTexture, uv);
- vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
- vec3 vVec = normalize(viewVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
- float diffuse = max(dot(lVec, bump), 0.0);
-
- vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
-
-
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color += vec3(0.2*specular*diffuse);
-
-
- col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- 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));
- alpha = mix(alpha, 0.0, d);
- }
-
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
-}
diff --git a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl
deleted file mode 100644
index 99c208bdd..000000000
--- a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-varying vec3 viewVec;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec3 tangent;
- vec3 binormal;
-
- vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
- vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
-
- if( length(c1)>length(c2) )
- {
- tangent = c1;
- }
- else
- {
- tangent = c2;
- }
-
- tangent = normalize(tangent);
-
-//binormal = cross(gl_Normal, tangent);
-//binormal = normalize(binormal);
-
- 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 * 1.5; // 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 = rg;
- color.g = rg;
- color.b = b;
-
- // 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;
-
- vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
- vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
- //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
- //vec3 b1 = cross(n1, t1);
-
- vec3 v;
- vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 vVec = -vVertex;
- //v.x = dot(vVec, t1);
- //v.y = dot(vVec, b1);
- //v.z = dot(vVec, n1);
- //viewVec = vVec;
- viewVec = normalize(vec3(0.0, -0.4, 0.5));
- //Vector representing the 0th texture coordinate passed to fragment shader
-//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
-
-// Transform the current vertex
-//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
deleted file mode 100644
index c72e8cbce..000000000
--- a/client/shaders/bumpmaps_solids/opengl_fragment.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-
-uniform sampler2D myTexture;
-uniform sampler2D normalTexture;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-varying vec3 viewVec;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float alpha = col.a;
- vec2 uv = gl_TexCoord[0].st;
- vec4 base = texture2D(myTexture, uv);
- vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
- vec3 vVec = normalize(viewVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
- float diffuse = max(dot(lVec, bump), 0.0);
-
- vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
-
-
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color += vec3(0.2*specular*diffuse);
-
-
- col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- 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));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
-}
diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl
deleted file mode 100644
index 99c208bdd..000000000
--- a/client/shaders/bumpmaps_solids/opengl_vertex.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-varying vec3 viewVec;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec3 tangent;
- vec3 binormal;
-
- vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
- vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
-
- if( length(c1)>length(c2) )
- {
- tangent = c1;
- }
- else
- {
- tangent = c2;
- }
-
- tangent = normalize(tangent);
-
-//binormal = cross(gl_Normal, tangent);
-//binormal = normalize(binormal);
-
- 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 * 1.5; // 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 = rg;
- color.g = rg;
- color.b = b;
-
- // 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;
-
- vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
- vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
- //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
- //vec3 b1 = cross(n1, t1);
-
- vec3 v;
- vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 vVec = -vVertex;
- //v.x = dot(vVec, t1);
- //v.y = dot(vVec, b1);
- //v.z = dot(vVec, n1);
- //viewVec = vVec;
- viewVec = normalize(vec3(0.0, -0.4, 0.5));
- //Vector representing the 0th texture coordinate passed to fragment shader
-//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
-
-// Transform the current vertex
-//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/leaves_shader/base.txt
index 080df30dd..080df30dd 100644
--- a/client/shaders/bumpmaps_solids/base.txt
+++ b/client/shaders/leaves_shader/base.txt
diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl
new file mode 100644
index 000000000..127b32d51
--- /dev/null
+++ b/client/shaders/leaves_shader/opengl_fragment.glsl
@@ -0,0 +1,54 @@
+#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+varying vec4 vColor;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ 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
+ 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.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl
new file mode 100644
index 000000000..8dfb0669e
--- /dev/null
+++ b/client/shaders/leaves_shader/opengl_vertex.glsl
@@ -0,0 +1,87 @@
+#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingLeaves;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+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 (enableWavingLeaves == 1.0){
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld*gl_Vertex;
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
+ gl_Position = mWorldViewProj * pos;
+ }
+ else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ 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 *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+}
diff --git a/client/shaders/test_shader_2/base.txt b/client/shaders/liquids_shader/base.txt
index 1c2647118..1c2647118 100644
--- a/client/shaders/test_shader_2/base.txt
+++ b/client/shaders/liquids_shader/base.txt
diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl
new file mode 100644
index 000000000..a5ffd71bb
--- /dev/null
+++ b/client/shaders/liquids_shader/opengl_fragment.glsl
@@ -0,0 +1,53 @@
+#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = gl_Color.a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ 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
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ alpha = mix(alpha, 0.0, d);
+ }
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/test_shader_1/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl
index 3cf1f122b..8ceb9f2cb 100644
--- a/client/shaders/test_shader_1/opengl_vertex.glsl
+++ b/client/shaders/liquids_shader/opengl_vertex.glsl
@@ -1,15 +1,33 @@
+#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingWater;
+uniform float waterWaveLength;
+uniform float waterWaveHeight;
+uniform float waterWaveSpeed;
+
+uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 eyeVec;
void main(void)
{
- gl_Position = mWorldViewProj * gl_Vertex;
-
+ if (enableWavingWater == 1.0){
+ vec4 pos2 = gl_Vertex;
+ pos2.y -= 2.0;
+ pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
+ + sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
+ gl_Position = mWorldViewProj * pos2;
+ } else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
vec4 color;
@@ -24,7 +42,7 @@ void main(void)
color.b = color.r;*/
float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.0; // Make light sources brighter
+ rg += light_source * 2.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
@@ -39,20 +57,13 @@ void main(void)
// 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;
-
- // 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.r = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
gl_TexCoord[0] = gl_MultiTexCoord0;
+
}
diff --git a/client/shaders/test_shader_1/base.txt b/client/shaders/plants_shader/base.txt
index 080df30dd..080df30dd 100644
--- a/client/shaders/test_shader_1/base.txt
+++ b/client/shaders/plants_shader/base.txt
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl
new file mode 100644
index 000000000..de6ad4c05
--- /dev/null
+++ b/client/shaders/plants_shader/opengl_fragment.glsl
@@ -0,0 +1,53 @@
+#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ 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
+ 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.r, col.g, col.b, alpha);
+}
diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl
new file mode 100644
index 000000000..c1bdd62a9
--- /dev/null
+++ b/client/shaders/plants_shader/opengl_vertex.glsl
@@ -0,0 +1,87 @@
+#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingPlants;
+
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+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 (enableWavingPlants == 1.0){
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld * 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;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ 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 *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+}
diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt
new file mode 100644
index 000000000..080df30dd
--- /dev/null
+++ b/client/shaders/solids_shader/base.txt
@@ -0,0 +1 @@
+trans_alphach_ref
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl
new file mode 100644
index 000000000..80efc86a7
--- /dev/null
+++ b/client/shaders/solids_shader/opengl_fragment.glsl
@@ -0,0 +1,87 @@
+#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+uniform float enableParallaxOcclusion;
+uniform float parallaxOcclusionScale;
+uniform float parallaxOcclusionBias;
+
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 tsEyeVec;
+varying vec3 eyeVec;
+varying vec4 vColor;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+ float height;
+ vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
+
+ if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+ float map_height = texture2D(normalTexture, uv).a;
+ if (map_height < 1.0){
+ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ uv = uv + height * tsEye;
+ }
+ }
+/* Steep parallax code, for future use
+ if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
+ const float numSteps = 40.0;
+ float height = 1.0;
+ float step = 1.0 / numSteps;
+ vec4 NB = texture2D(normalTexture, uv);
+ vec2 delta = tsEye * parallaxMappingScale / numSteps;
+ for (float i = 0.0; i < numSteps; i++) {
+ if (NB.a < height) {
+ height -= step;
+ uv += delta;
+ NB = texture2D(normalTexture, uv);
+ } else {
+ break;
+ }
+ }
+ }
+*/
+
+ if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+ vec3 base = texture2D(baseTexture, uv).rgb;
+ vec3 vVec = normalize(eyeVec);
+ vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
+ vec3 R = reflect(-vVec, bump);
+ vec3 lVec = normalize(vVec);
+ float diffuse = max(dot(lVec, bump), 0.0);
+ float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
+ color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
+ } else {
+ color = texture2D(baseTexture, uv).rgb;
+ }
+
+ float alpha = texture2D(baseTexture, uv).a;
+ vec4 col = vec4(color.r, color.g, color.b, alpha);
+ col *= gl_Color;
+ 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
+ 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.r, col.g, col.b, alpha);
+}
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;
+
+}
diff --git a/client/shaders/test_shader_1/opengl_fragment.glsl b/client/shaders/test_shader_1/opengl_fragment.glsl
deleted file mode 100644
index ebf943ced..000000000
--- a/client/shaders/test_shader_1/opengl_fragment.glsl
+++ /dev/null
@@ -1,25 +0,0 @@
-
-uniform sampler2D myTexture;
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-void main (void)
-{
- //vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float a = col.a;
- col *= gl_Color;
- 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));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, a);
-}
diff --git a/client/shaders/test_shader_2/opengl_fragment.glsl b/client/shaders/test_shader_2/opengl_fragment.glsl
deleted file mode 100644
index 38bc94311..000000000
--- a/client/shaders/test_shader_2/opengl_fragment.glsl
+++ /dev/null
@@ -1,23 +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 = gl_Color.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_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl
deleted file mode 100644
index 2881bad21..000000000
--- a/client/shaders/test_shader_2/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;
-}
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;
-}
diff --git a/minetest.conf.example b/minetest.conf.example
index 69ed31a64..46a9e8cfc 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -171,6 +171,22 @@
#enable_shaders = true
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
+# Set to true enables parallax occlusion mapping. Requires shaders enabled.
+#enable_parallax_occlusion = false
+# Scale of parallax occlusion effect
+#parallax_mapping_scale = 0.08
+# Bias of parallax occlusion effect, usually scale/2
+#parallax_mapping_scale = 0.04
+# Set to true enables waving water. Requires shaders enabled.
+#enable_waving_water = false
+# Parameters for waving water:
+#water_wave_height = 1.0
+#water_wave_length = 20.0
+#water_wave_speed = 5.0
+# Set to true enables waving leaves. Requires shaders enabled.
+#enable_waving_leaves = false
+# Set to true enables waving plants. Requires shaders enabled.
+#enable_waving_plants = false
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button
#repeat_rightclick_time = 0.25
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index df7570b33..68350bec0 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -126,6 +126,15 @@ void set_default_settings(Settings *settings)
settings->setDefault("trilinear_filter", "false");
settings->setDefault("preload_item_visuals", "true");
settings->setDefault("enable_bumpmapping", "false");
+ settings->setDefault("enable_parallax_occlusion", "false");
+ settings->setDefault("parallax_occlusion_scale", "0.08");
+ settings->setDefault("parallax_occlusion_bias", "0.04");
+ settings->setDefault("enable_waving_water", "false");
+ settings->setDefault("water_wave_height", "1.0");
+ settings->setDefault("water_wave_length", "20.0");
+ settings->setDefault("water_wave_speed", "5.0");
+ settings->setDefault("enable_waving_leaves", "false");
+ settings->setDefault("enable_waving_plants", "false");
settings->setDefault("enable_shaders", "true");
settings->setDefault("repeat_rightclick_time", "0.25");
settings->setDefault("enable_particles", "true");
diff --git a/src/game.cpp b/src/game.cpp
index 71a578a65..22abe4c74 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -805,13 +805,64 @@ public:
float daynight_ratio_f = (float)daynight_ratio / 1000.0;
services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
+ u32 animation_timer = porting::getTimeMs() % 100000;
+ float animation_timer_f = (float)animation_timer / 100000.0;
+ services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
+ services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
+
+ LocalPlayer* player = m_client->getEnv().getLocalPlayer();
+ v3f eye_position = player->getEyePosition();
+ services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
+ services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
+
+ float enable_bumpmapping = 0;
+ if (g_settings->getBool("enable_bumpmapping"))
+ enable_bumpmapping = 1;
+ services->setPixelShaderConstant("enableBumpmapping", &enable_bumpmapping, 1);
+
+ float enable_parallax_occlusion = 0;
+ if (g_settings->getBool("enable_parallax_occlusion"));{
+ enable_parallax_occlusion = 1;
+ float parallax_occlusion_scale = g_settings->getFloat("parallax_occlusion_scale");
+ services->setPixelShaderConstant("parallaxOcclusionScale", &parallax_occlusion_scale, 1);
+ float parallax_occlusion_bias = g_settings->getFloat("parallax_occlusion_bias");
+ services->setPixelShaderConstant("parallaxOcclusionBias", &parallax_occlusion_bias, 1);
+ }
+ services->setPixelShaderConstant("enableParallaxOcclusion", &enable_parallax_occlusion, 1);
+
+ float enable_waving_water = 0;
+ if (g_settings->getBool("enable_waving_water")){
+ enable_waving_water = 1;
+ float water_wave_height_f = g_settings->getFloat("water_wave_height");
+ services->setVertexShaderConstant("waterWaveHeight", &water_wave_height_f, 1);
+ float water_wave_length_f = g_settings->getFloat("water_wave_length");
+ services->setVertexShaderConstant("waterWaveLength", &water_wave_length_f, 1);
+ float water_wave_speed_f = g_settings->getFloat("water_wave_speed");
+ services->setVertexShaderConstant("waterWaveSpeed", &water_wave_speed_f, 1);
+ }
+ services->setVertexShaderConstant("enableWavingWater", &enable_waving_water, 1);
+
+ float enable_waving_leaves = 0;
+ if (g_settings->getBool("enable_waving_leaves"))
+ enable_waving_leaves = 1;
+ services->setVertexShaderConstant("enableWavingLeaves", &enable_waving_leaves, 1);
+
+ float enable_waving_plants = 0;
+ if (g_settings->getBool("enable_waving_plants"))
+ enable_waving_plants = 1;
+ services->setVertexShaderConstant("enableWavingPlants", &enable_waving_plants, 1);
+
+
// Normal map texture layer
- int layer = 1;
+ int layer1 = 1;
+ int layer2 = 2;
// before 1.8 there isn't a "integer interface", only float
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
- services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer, 1);
+ services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1);
+ services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1);
#else
- services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer, 1);
+ services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1);
+ services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1);
#endif
}
};
diff --git a/src/itemdef.cpp b/src/itemdef.cpp
index d34d68582..f77a198b5 100644
--- a/src/itemdef.cpp
+++ b/src/itemdef.cpp
@@ -390,16 +390,18 @@ public:
/*
Make a mesh from the node
*/
+ bool reenable_shaders = false;
+ if(g_settings->getBool("enable_shaders")){
+ reenable_shaders = true;
+ g_settings->setBool("enable_shaders",false);
+ }
MeshMakeData mesh_make_data(gamedef);
MapNode mesh_make_node(id, param1, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data);
-
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
assert(node_mesh);
video::SColor c(255, 255, 255, 255);
- if(g_settings->getBool("enable_shaders"))
- c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
setMeshColor(node_mesh, c);
/*
@@ -455,6 +457,9 @@ public:
//no way reference count can be smaller than 2 in this place!
assert(cc->wield_mesh->getReferenceCount() >= 2);
+
+ if (reenable_shaders)
+ g_settings->setBool("enable_shaders",true);
}
// Put in cache
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index 253703ddc..81aac72d7 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -1112,18 +1112,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
- video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3, bumpmaps1, bumpmaps2;
- shadermat1 = shadermat2 = shadermat3 = bumpmaps1 = bumpmaps2 = video::EMT_SOLID;
+ video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
+ shadermat4, shadermat5;
+ shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
+ video::EMT_SOLID;
if (enable_shaders) {
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
- shadermat1 = shdrsrc->getShader("test_shader_1").material;
- shadermat2 = shdrsrc->getShader("test_shader_2").material;
- shadermat3 = shdrsrc->getShader("test_shader_3").material;
- if (enable_bumpmapping) {
- bumpmaps1 = shdrsrc->getShader("bumpmaps_solids").material;
- bumpmaps2 = shdrsrc->getShader("bumpmaps_liquids").material;
- }
+ shadermat1 = shdrsrc->getShader("solids_shader").material;
+ shadermat2 = shdrsrc->getShader("liquids_shader").material;
+ shadermat3 = shdrsrc->getShader("alpha_shader").material;
+ shadermat4 = shdrsrc->getShader("leaves_shader").material;
+ shadermat5 = shdrsrc->getShader("plants_shader").material;
}
for(u32 i = 0; i < collector.prebuffers.size(); i++)
@@ -1204,22 +1204,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
material.setFlag(video::EMF_FOG_ENABLE, true);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
- material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture);
-
+
if (enable_shaders) {
- video::E_MATERIAL_TYPE smat1 = shadermat1;
- video::E_MATERIAL_TYPE smat2 = shadermat2;
- video::E_MATERIAL_TYPE smat3 = shadermat3;
-
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
+ material.setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_bumpmapping) {
- ITextureSource *tsrc = data->m_gamedef->tsrc();
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
-
std::string normal_ext = "_normal.png";
size_t pos = fname_base.find(".");
std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
-
+
if (tsrc->isKnownSourceImage(fname_normal)) {
// look for image extension and replace it
size_t i = 0;
@@ -1227,19 +1223,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
fname_base.replace(i, 4, normal_ext);
i += normal_ext.length();
}
-
material.setTexture(1, tsrc->getTexture(fname_base));
-
- smat1 = bumpmaps1;
- smat2 = bumpmaps2;
+ material.setTexture(2, tsrc->getTexture("enable_img.png"));
}
}
-
- p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3);
+ p.tile.applyMaterialOptionsWithShaders(material,
+ shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
} else {
p.tile.applyMaterialOptions(material);
}
-
// Create meshbuffer
// This is a "Standard MeshBuffer",
@@ -1369,18 +1361,21 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
+ buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_shaders && enable_bumpmapping)
{
- std::string basename,normal;
- basename = tsrc->getTextureName(tile.texture_id);
+ std::string fname_base,fname_normal;
+ fname_base = tsrc->getTextureName(tile.texture_id);
unsigned pos;
- pos = basename.find(".");
- normal = basename.substr (0, pos);
- normal += "_normal.png";
- os.str("");
- os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
- if (tsrc->isKnownSourceImage(normal))
+ pos = fname_base.find(".");
+ fname_normal = fname_base.substr (0, pos);
+ fname_normal += "_normal.png";
+ if (tsrc->isKnownSourceImage(fname_normal)){
+ os.str("");
+ os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+ buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+ }
}
}
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index d13d0653d..2b6de0461 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -225,6 +225,7 @@ void ContentFeatures::reset()
damage_per_second = 0;
node_box = NodeBox();
selection_box = NodeBox();
+ waving = 0;
legacy_facedir_simple = false;
legacy_wallmounted = false;
sound_footstep = SimpleSoundSpec();
@@ -292,6 +293,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version)
writeU8(os, liquid_range);
// Stuff below should be moved to correct place in a version that otherwise changes
// the protocol version
+ writeU8(os, waving);
}
void ContentFeatures::deSerialize(std::istream &is)
@@ -359,6 +361,7 @@ void ContentFeatures::deSerialize(std::istream &is)
try{
// Stuff below should be moved to correct place in a version that
// otherwise changes the protocol version
+ waving = readU8(is);
}catch(SerializationError &e) {};
}
@@ -618,6 +621,9 @@ public:
}
bool is_liquid = false;
+ u8 material_type;
+ material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
+
switch(f->drawtype){
default:
case NDT_NORMAL:
@@ -669,10 +675,14 @@ public:
tiledef[i].name += std::string("^[noalpha");
}
}
+ if (f->waving == 1)
+ material_type = TILE_MATERIAL_LEAVES;
break;
case NDT_PLANTLIKE:
f->solidness = 0;
f->backface_culling = false;
+ if (f->waving == 1)
+ material_type = TILE_MATERIAL_PLANTS;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
@@ -683,11 +693,8 @@ public:
break;
}
- u8 material_type;
if (is_liquid)
material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
- else
- material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
// Tiles (fill in f->tiles[])
for(u16 j=0; j<6; j++){
diff --git a/src/nodedef.h b/src/nodedef.h
index c0322d919..d4cd66f80 100644
--- a/src/nodedef.h
+++ b/src/nodedef.h
@@ -234,6 +234,8 @@ struct ContentFeatures
u32 damage_per_second;
NodeBox node_box;
NodeBox selection_box;
+ // Used for waving leaves/plants
+ u8 waving;
// Compatibility with old maps
// Set to true if paramtype used to be 'facedir_simple'
bool legacy_facedir_simple;
diff --git a/src/script/common/c_content.cpp b/src/script/common/c_content.cpp
index fd98e9480..d58479042 100644
--- a/src/script/common/c_content.cpp
+++ b/src/script/common/c_content.cpp
@@ -428,6 +428,9 @@ ContentFeatures read_content_features(lua_State *L, int index)
f.selection_box = read_nodebox(L, -1);
lua_pop(L, 1);
+ f.waving = getintfield_default(L, index,
+ "waving", f.waving);
+
// Set to true if paramtype used to be 'facedir_simple'
getboolfield(L, index, "legacy_facedir_simple", f.legacy_facedir_simple);
// Set to true if wall_mounted used to be set to true
diff --git a/src/tile.h b/src/tile.h
index 90e180a48..b748c092e 100644
--- a/src/tile.h
+++ b/src/tile.h
@@ -136,6 +136,8 @@ enum MaterialType{
TILE_MATERIAL_ALPHA,
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
+ TILE_MATERIAL_LEAVES,
+ TILE_MATERIAL_PLANTS
};
// Material flags
@@ -204,13 +206,21 @@ struct TileSpec
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
+ case TILE_MATERIAL_LEAVES:
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ break;
+ case TILE_MATERIAL_PLANTS:
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
}
void applyMaterialOptionsWithShaders(video::SMaterial &material,
const video::E_MATERIAL_TYPE &basic,
const video::E_MATERIAL_TYPE &liquid,
- const video::E_MATERIAL_TYPE &alpha) const
+ const video::E_MATERIAL_TYPE &alpha,
+ const video::E_MATERIAL_TYPE &leaves,
+ const video::E_MATERIAL_TYPE &plants) const
{
switch(material_type){
case TILE_MATERIAL_BASIC:
@@ -225,6 +235,12 @@ struct TileSpec
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = liquid;
break;
+ case TILE_MATERIAL_LEAVES:
+ material.MaterialType = leaves;
+ break;
+ case TILE_MATERIAL_PLANTS:
+ material.MaterialType = plants;
+ break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
}
diff --git a/textures/base/pack/disable_img.png b/textures/base/pack/disable_img.png
new file mode 100644
index 000000000..4d3a1b45d
--- /dev/null
+++ b/textures/base/pack/disable_img.png
Binary files differ
diff --git a/textures/base/pack/enable_img.png b/textures/base/pack/enable_img.png
new file mode 100644
index 000000000..e07f4e9dd
--- /dev/null
+++ b/textures/base/pack/enable_img.png
Binary files differ