diff options
author | RealBadAngel <maciej.kasatkin@yahoo.com> | 2014-03-21 01:32:00 +0100 |
---|---|---|
committer | RealBadAngel <maciej.kasatkin@yahoo.com> | 2014-03-21 01:32:00 +0100 |
commit | 0dc1aec50940140e28f434c524296e284e73d623 (patch) | |
tree | b69e282c3b59db2f300e4d017afe67d4ad246a8c | |
parent | f3d83a4516eb9c6658a7c3e07bf1b7d4f4996bef (diff) | |
download | minetest-0dc1aec50940140e28f434c524296e284e73d623.tar.gz minetest-0dc1aec50940140e28f434c524296e284e73d623.tar.bz2 minetest-0dc1aec50940140e28f434c524296e284e73d623.zip |
Normal maps generation on the fly.
Parallax mapping with slope information.
Overriding normal maps.
-rw-r--r-- | builtin/mainmenu.lua | 28 | ||||
-rw-r--r-- | client/shaders/alpha_shader/opengl_fragment.glsl | 181 | ||||
-rw-r--r-- | client/shaders/alpha_shader/opengl_vertex.glsl | 38 | ||||
-rw-r--r-- | client/shaders/leaves_shader/opengl_fragment.glsl | 154 | ||||
-rw-r--r-- | client/shaders/leaves_shader/opengl_vertex.glsl | 21 | ||||
-rw-r--r-- | client/shaders/liquids_shader/opengl_fragment.glsl | 149 | ||||
-rw-r--r-- | client/shaders/liquids_shader/opengl_vertex.glsl | 67 | ||||
-rw-r--r-- | client/shaders/plants_shader/opengl_fragment.glsl | 148 | ||||
-rw-r--r-- | client/shaders/plants_shader/opengl_vertex.glsl | 21 | ||||
-rw-r--r-- | client/shaders/solids_shader/opengl_fragment.glsl | 200 | ||||
-rw-r--r-- | client/shaders/solids_shader/opengl_vertex.glsl | 38 | ||||
-rw-r--r-- | minetest.conf.example | 8 | ||||
-rw-r--r-- | src/defaultsettings.cpp | 7 | ||||
-rw-r--r-- | src/game.cpp | 5 | ||||
-rw-r--r-- | src/mapblock_mesh.cpp | 56 | ||||
-rw-r--r-- | src/shader.cpp | 42 |
16 files changed, 732 insertions, 431 deletions
diff --git a/builtin/mainmenu.lua b/builtin/mainmenu.lua index ad8b37ee0..e9c8e8137 100644 --- a/builtin/mainmenu.lua +++ b/builtin/mainmenu.lua @@ -723,6 +723,9 @@ function tabbuilder.handle_settings_buttons(fields) if fields["cb_parallax"] then engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"]) end + if fields["cb_generate_normalmaps"] then + engine.setting_set("generate_normalmaps", fields["cb_generate_normalmaps"]) + end if fields["cb_waving_water"] then engine.setting_set("enable_waving_water", fields["cb_waving_water"]) end @@ -1010,27 +1013,30 @@ function tabbuilder.tab_settings() .. dump(engine.setting_getbool("enable_shaders")) .. "]".. "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 .. + 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") .. ";" + "checkbox[8,1.5;cb_generate_normalmaps;".. fgettext("Generate Normalmaps") .. ";" + .. dump(engine.setting_getbool("generate_normalmaps")) .. "]".. + "checkbox[8,2.0;cb_waving_water;".. fgettext("Waving Water") .. ";" .. dump(engine.setting_getbool("enable_waving_water")) .. "]".. - "checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";" + "checkbox[8,2.5;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";" .. dump(engine.setting_getbool("enable_waving_leaves")) .. "]".. - "checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";" + "checkbox[8,3.0;cb_waving_plants;".. fgettext("Waving Plants") .. ";" .. dump(engine.setting_getbool("enable_waving_plants")) .. "]" -else - tab_string = tab_string .. + 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]" + "textlist[8.33,1.7;4,1;;#888888" .. fgettext("Generate Normalmaps") .. ";0;true]" .. + "textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" .. + "textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" .. + "textlist[8.33,3.2;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]" end -return tab_string + return tab_string end -------------------------------------------------------------------------------- diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl index 6ed00be25..4359a8c8c 100644 --- a/client/shaders/alpha_shader/opengl_fragment.glsl +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -1,71 +1,110 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
-varying vec3 tsEyeVec;
-#endif
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
- float height;
- vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
-
- if (use_normalmap > 0.0) {
- float map_height = texture2D(normalTexture, uv).a;
- if (map_height < 1.0){
- float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
- uv = uv + height * tsEye;
- }
- }
-#endif
-
-#ifdef ENABLE_BUMPMAPPING
- if (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;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- 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);
-}
+uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +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; + +const float e = 2.718281828459; + +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; + +#ifdef USE_NORMALMAPS + if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ + normalTexturePresent = true; + } +#endif + +#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 + +#ifdef GENERATE_NORMALMAPS + 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); + color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; + } else { + color = base.rgb; + } +#else + color = base.rgb; +#endif + + vec4 col = vec4(color.rgb, base.a); + 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 + col *= gl_Color; + 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.rgb, base.a); +} diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl index e359955d0..356ba2eb9 100644 --- a/client/shaders/alpha_shader/opengl_vertex.glsl +++ b/client/shaders/alpha_shader/opengl_vertex.glsl @@ -1,27 +1,33 @@ uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 worldPosition;
+
varying vec3 eyeVec;
+varying vec3 lightVec;
-#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
-#endif
+varying vec3 tsLightVec;
+
+const float BS = 10.0;
void main(void)
{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-#ifdef ENABLE_PARALLAX_OCCLUSION
- vec3 normal,tangent,binormal;
+ 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));
@@ -47,25 +53,20 @@ void main(void) 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);
- tsEyeVec = normalize(eyeVec * tbnMatrix);
-#endif
+ lightVec = sunPosition - worldPosition;
+ tsLightVec = lightVec * tbnMatrix;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = 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;
@@ -90,13 +91,8 @@ void main(void) 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/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl index 31981f9b9..1db798070 100644 --- a/client/shaders/leaves_shader/opengl_fragment.glsl +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -1,54 +1,100 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_BUMPMAPPING
- if (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;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- 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);
-}
+uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +uniform vec4 skyBgColor; +uniform float fogDistance; +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; + +bool normalTexturePresent = false; + +const float e = 2.718281828459; + +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; + +#ifdef USE_NORMALMAPS + if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ + normalTexturePresent = true; + } +#endif + +#ifdef USE_NORMALMAPS + if (normalTexturePresent){ + bump = get_normal_map(uv); + use_normalmap = true; + } +#endif + +#ifdef GENERATE_NORMALMAPS + 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); + color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; + } else { + color = base.rgb; + } +#else + color = base.rgb; +#endif + + vec4 col = vec4(color.rgb, base.a); + 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 + col *= gl_Color; + 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.rgb, base.a); +} diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl index 3702b1b50..30ad00b82 100644 --- a/client/shaders/leaves_shader/opengl_vertex.glsl +++ b/client/shaders/leaves_shader/opengl_vertex.glsl @@ -1,13 +1,20 @@ uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform float animationTimer;
uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 worldPosition;
+
varying vec3 eyeVec;
+varying vec3 lightVec;
+
+const float BS = 10.0;
#ifdef ENABLE_WAVING_LEAVES
float smoothCurve( float x ) {
@@ -27,7 +34,7 @@ void main(void) #ifdef ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
- vec4 pos2 = mTransWorld*gl_Vertex;
+ vec4 pos2 = mWorld*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;
@@ -36,10 +43,13 @@ void main(void) gl_Position = mWorldViewProj * gl_Vertex;
#endif
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
+ lightVec = sunPosition - worldPosition;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
-
+
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);
@@ -75,13 +85,8 @@ void main(void) 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/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl index cab8d8e01..e4082259a 100644 --- a/client/shaders/liquids_shader/opengl_fragment.glsl +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -1,54 +1,95 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_BUMPMAPPING
- if (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;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- 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);
-}
+uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +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; + +const float e = 2.718281828459; + +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; + +#ifdef USE_NORMALMAPS + if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ + bump = get_normal_map(uv); + use_normalmap = true; + } +#endif + +#ifdef GENERATE_NORMALMAPS + 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); + color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; + } else { + color = base.rgb; + } +#else + color = base.rgb; +#endif + + float alpha = gl_Color.a; + vec4 col = vec4(color.rgb, alpha); + 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 + col *= gl_Color; + 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(color.rgb, alpha); +} diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl index e8f185825..9d64ce4e3 100644 --- a/client/shaders/liquids_shader/opengl_vertex.glsl +++ b/client/shaders/liquids_shader/opengl_vertex.glsl @@ -1,40 +1,84 @@ uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform float animationTimer;
uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 worldPosition;
+
varying vec3 eyeVec;
+varying vec3 lightVec;
+
+varying vec3 tsEyeVec;
+varying vec3 tsLightVec;
+
+const float BS = 10.0;
void main(void)
{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
#ifdef ENABLE_WAVING_WATER
vec4 pos2 = gl_Vertex;
pos2.y -= 2.0;
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos2;
+ vPosition = gl_Position.xyz;
#else
gl_Position = mWorldViewProj * gl_Vertex;
+ vPosition = gl_Position.xyz;
#endif
+ 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;
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ tsEyeVec = 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;
@@ -54,10 +98,13 @@ void main(void) 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 = sqrt(color); // Linear -> SRGB
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
}
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl index 31981f9b9..817530a83 100644 --- a/client/shaders/plants_shader/opengl_fragment.glsl +++ b/client/shaders/plants_shader/opengl_fragment.glsl @@ -1,54 +1,94 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_BUMPMAPPING
- if (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;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- 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);
-}
+uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +uniform vec4 skyBgColor; +uniform float fogDistance; +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; + +bool normalTexturePresent = false; + +const float e = 2.718281828459; + +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; + +#ifdef USE_NORMALMAPS + if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ + bump = get_normal_map(uv); + use_normalmap = true; + } +#endif + +#ifdef GENERATE_NORMALMAPS + 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); + color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; + } else { + color = base.rgb; + } +#else + color = base.rgb; +#endif + + vec4 col = vec4(color.rgb, base.a); + 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 + col *= gl_Color; + 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.rgb, base.a); +} diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl index 7987fc16d..a95c20242 100644 --- a/client/shaders/plants_shader/opengl_vertex.glsl +++ b/client/shaders/plants_shader/opengl_vertex.glsl @@ -1,13 +1,20 @@ uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform float animationTimer;
uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 worldPosition;
+
varying vec3 eyeVec;
+varying vec3 lightVec;
+
+const float BS = 10.0;
#ifdef ENABLE_WAVING_PLANTS
float smoothCurve( float x ) {
@@ -23,12 +30,11 @@ float smoothTriangleWave( float x ) { void main(void)
{
-
gl_TexCoord[0] = gl_MultiTexCoord0;
#ifdef ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
- vec4 pos2 = mTransWorld * gl_Vertex;
+ vec4 pos2 = mWorld * 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;
@@ -38,9 +44,13 @@ void main(void) gl_Position = mWorldViewProj * gl_Vertex;
#endif
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
+ lightVec = sunPosition - worldPosition;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);
@@ -76,11 +86,8 @@ void main(void) 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/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl index d81506a4f..6370bf505 100644 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -1,90 +1,110 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
-varying vec3 tsEyeVec;
-#endif
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
- float height;
- vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
-
- if (use_normalmap > 0.0) {
- float map_height = texture2D(normalTexture, uv).a;
- if (map_height < 1.0){
- float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
- uv = uv + height * tsEye;
- }
- }
-#endif
-
-/* 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;
- }
- }
- }
-*/
-
-#ifdef ENABLE_BUMPMAPPING
- if (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;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- 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);
-}
+uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +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; + +const float e = 2.718281828459; + +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; + +#ifdef USE_NORMALMAPS + if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ + normalTexturePresent = true; + } +#endif + +#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 + +#ifdef GENERATE_NORMALMAPS + 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); + color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; + } else { + color = base.rgb; + } +#else + color = base.rgb; +#endif + + vec4 col = vec4(color.rgb, base.a); + 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 + col *= gl_Color; + 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.rgb, base.a); +} diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl index e359955d0..356ba2eb9 100644 --- a/client/shaders/solids_shader/opengl_vertex.glsl +++ b/client/shaders/solids_shader/opengl_vertex.glsl @@ -1,27 +1,33 @@ uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 worldPosition;
+
varying vec3 eyeVec;
+varying vec3 lightVec;
-#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
-#endif
+varying vec3 tsLightVec;
+
+const float BS = 10.0;
void main(void)
{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-#ifdef ENABLE_PARALLAX_OCCLUSION
- vec3 normal,tangent,binormal;
+ 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));
@@ -47,25 +53,20 @@ void main(void) 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);
- tsEyeVec = normalize(eyeVec * tbnMatrix);
-#endif
+ lightVec = sunPosition - worldPosition;
+ tsLightVec = lightVec * tbnMatrix;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = 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;
@@ -90,13 +91,8 @@ void main(void) 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/minetest.conf.example b/minetest.conf.example index 71a945b50..f728d6c88 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -173,6 +173,14 @@ # Set to true to enable textures bumpmapping. Requires shaders enabled. #enable_bumpmapping = false # Set to true enables parallax occlusion mapping. Requires shaders enabled. +#generate_normalmaps = false +# Set to true enables on the fly normalmap generation (Emboss effect). +# Requires bumpmapping enabled. +#normalmaps_strength = 0.6 +# Strength of generated normalmaps +#normalmaps_smooth = 1 +# Defines sampling step of texture (0 - 2) +# Higher the value normal maps will be smoother #enable_parallax_occlusion = false # Scale of parallax occlusion effect #parallax_occlusion_scale = 0.08 diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index 6b291bd2b..b08d79aee 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -130,8 +130,11 @@ void set_default_settings(Settings *settings) 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("generate_normalmaps", "false"); + settings->setDefault("normalmaps_strength", "0.6"); + settings->setDefault("normalmaps_smooth", "1"); + settings->setDefault("parallax_occlusion_scale", "0.06"); + settings->setDefault("parallax_occlusion_bias", "0.03"); settings->setDefault("enable_waving_water", "false"); settings->setDefault("water_wave_height", "1.0"); settings->setDefault("water_wave_length", "20.0"); diff --git a/src/game.cpp b/src/game.cpp index 0a9dcfdae..761f65f83 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -858,14 +858,17 @@ public: services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3); services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3); - // Normal map texture layer + // Uniform sampler layers + int layer0 = 0; 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("baseTexture" , (irr::f32*)&layer0, 1); services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1); services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1); #else + services->setPixelShaderConstant("baseTexture" , (irr::s32*)&layer0, 1); services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1); services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1); #endif diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index ef05acbb7..9cd99fcb7 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1212,20 +1212,25 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): ITextureSource *tsrc = data->m_gamedef->tsrc(); material.setTexture(2, tsrc->getTexture("disable_img.png")); if (enable_bumpmapping || enable_parallax_occlusion) { - 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; - while ((i = fname_base.find(".", i)) != std::string::npos) { - fname_base.replace(i, 4, normal_ext); - i += normal_ext.length(); - } - material.setTexture(1, tsrc->getTexture(fname_base)); + if (tsrc->isKnownSourceImage("override_normal.png")){ + material.setTexture(1, tsrc->getTexture("override_normal.png")); material.setTexture(2, tsrc->getTexture("enable_img.png")); + } else { + 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; + while ((i = fname_base.find(".", i)) != std::string::npos) { + fname_base.replace(i, 4, normal_ext); + i += normal_ext.length(); + } + material.setTexture(1, tsrc->getTexture(fname_base)); + material.setTexture(2, tsrc->getTexture("enable_img.png")); + } } } p.tile.applyMaterialOptionsWithShaders(material, @@ -1368,17 +1373,22 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png")); if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion)) { - std::string fname_base,fname_normal; - fname_base = tsrc->getTextureName(tile.texture_id); - unsigned pos; - 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())); + if (tsrc->isKnownSourceImage("override_normal.png")){ + buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png")); buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png")); + } else { + std::string fname_base,fname_normal; + fname_base = tsrc->getTextureName(tile.texture_id); + unsigned pos; + 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/shader.cpp b/src/shader.cpp index d29c9d3a7..4006e256f 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -240,12 +240,20 @@ public: services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4); // set transposed world matrix + core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD); + transWorld = transWorld.getTransposed(); + if(is_highlevel) + services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16); + else + services->setVertexShaderConstant(transWorld.pointer(), 8, 4); + + // set world matrix core::matrix4 world = driver->getTransform(video::ETS_WORLD); - world = world.getTransposed(); if(is_highlevel) - services->setVertexShaderConstant("mTransWorld", world.pointer(), 16); + services->setVertexShaderConstant("mWorld", world.pointer(), 16); else services->setVertexShaderConstant(world.pointer(), 8, 4); + } private: @@ -673,7 +681,33 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, // Create shaders header std::string shaders_header = "#version 120\n"; - + + if (g_settings->getBool("generate_normalmaps")){ + shaders_header += "#define GENERATE_NORMALMAPS\n"; + shaders_header += "#define NORMALMAPS_STRENGTH "; + shaders_header += ftos(g_settings->getFloat("normalmaps_strength")); + shaders_header += "\n"; + float sample_step; + int smooth = (int)g_settings->getFloat("normalmaps_smooth"); + switch (smooth){ + case 0: + sample_step = 0.0078125; // 1.0 / 128.0 + break; + case 1: + sample_step = 0.00390625; // 1.0 / 256.0 + break; + case 2: + sample_step = 0.001953125; // 1.0 / 512.0 + break; + default: + sample_step = 0.0078125; + break; + } + shaders_header += "#define SAMPLE_STEP "; + shaders_header += ftos(sample_step); + shaders_header += "\n"; + } + if (g_settings->getBool("enable_bumpmapping")) shaders_header += "#define ENABLE_BUMPMAPPING\n"; @@ -685,7 +719,7 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, shaders_header += "#define PARALLAX_OCCLUSION_BIAS "; shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias")); shaders_header += "\n"; - } + } if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) shaders_header += "#define USE_NORMALMAPS\n"; |