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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2014-12-06 22:13:31 +0100 |
---|---|---|
committer | RealBadAngel <maciej.kasatkin@o2.pl> | 2014-12-07 11:05:00 +0100 |
commit | 535c473103752627f1912be4b5c8d58529abcd7e (patch) | |
tree | cc73e7f6b74137923b754b9b9b1a7775216d80a1 | |
parent | 500f69142689d2646745d1b6a48187e913b452ac (diff) | |
download | minetest-535c473103752627f1912be4b5c8d58529abcd7e.tar.gz minetest-535c473103752627f1912be4b5c8d58529abcd7e.tar.bz2 minetest-535c473103752627f1912be4b5c8d58529abcd7e.zip |
Restore finalColorBlend implementation in shaders.
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 32 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_vertex.glsl | 32 | ||||
-rw-r--r-- | src/mapblock_mesh.cpp | 18 |
3 files changed, 69 insertions, 13 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 36d29c1e5..ff310cc2f 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -49,8 +49,8 @@ void main(void) vec4 pos = 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;
+ 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
@@ -97,5 +97,31 @@ void main(void) eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix;
- gl_FrontColor = gl_BackColor = gl_Color;
+ vec4 color;
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 2.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 23.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = rg;
+ color.g = rg;
+ color.b = b;
+
+ color.a = gl_Color.a;
+ gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index 36d29c1e5..ad94fde32 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -49,8 +49,8 @@ void main(void) vec4 pos = 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;
+ 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
@@ -97,5 +97,31 @@ void main(void) eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix;
- gl_FrontColor = gl_BackColor = gl_Color;
+ vec4 color;
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ float rg = mix(night, day, dayNightRatio);
+ rg += light_source * 2.5; // Make light sources brighter
+ float b = rg;
+
+ // Moonlight is blue
+ b += (day - night) / 13.0;
+ rg -= (day - night) / 23.0;
+
+ // Emphase blue a bit in darker places
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
+
+ // Artificial light is yellow-ish
+ // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
+ rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
+
+ color.r = rg;
+ color.g = rg;
+ color.b = b;
+
+ color.a = gl_Color.a;
+ gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index e4c561a64..0ca24a1f9 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1162,12 +1162,16 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): applyFacesShading (vc, 0.836660); } } - // - Classic lighting - // Set initial real color and store for later updates - u8 day = vc.getRed(); - u8 night = vc.getGreen(); - finalColorBlend(vc, day, night, 1000); - m_daynight_diffs[i][j] = std::make_pair(day, night); + if(!m_enable_shaders) + { + // - Classic lighting (shaders handle this by themselves) + // Set initial real color and store for later updates + u8 day = vc.getRed(); + u8 night = vc.getGreen(); + finalColorBlend(vc, day, night, 1000); + if(day != night) + m_daynight_diffs[i][j] = std::make_pair(day, night); + } } // Create material @@ -1331,7 +1335,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat } // Day-night transition - if(daynight_ratio != m_last_daynight_ratio) + if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) { for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator i = m_daynight_diffs.begin(); |