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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 /client/shaders/test_shader_1
parent60113bde74784f4a0125ffa005e9404fbd5cb5b1 (diff)
downloadminetest-2330267d2207208799ad347ea0d129c0b4551d61.tar.gz
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Shaders rework.
Diffstat (limited to 'client/shaders/test_shader_1')
-rw-r--r--client/shaders/test_shader_1/base.txt1
-rw-r--r--client/shaders/test_shader_1/opengl_fragment.glsl25
-rw-r--r--client/shaders/test_shader_1/opengl_vertex.glsl58
3 files changed, 0 insertions, 84 deletions
diff --git a/client/shaders/test_shader_1/base.txt b/client/shaders/test_shader_1/base.txt
deleted file mode 100644
index 080df30dd..000000000
--- a/client/shaders/test_shader_1/base.txt
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach_ref
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_1/opengl_vertex.glsl b/client/shaders/test_shader_1/opengl_vertex.glsl
deleted file mode 100644
index 3cf1f122b..000000000
--- a/client/shaders/test_shader_1/opengl_vertex.glsl
+++ /dev/null
@@ -1,58 +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;
-
- // 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;
-}