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authorPerttu Ahola <celeron55@gmail.com>2012-12-02 14:24:58 +0200
committerPerttu Ahola <celeron55@gmail.com>2012-12-02 14:24:58 +0200
commitcd1f604ffe6130fd7d3a8358a8cebd7f821f9a11 (patch)
tree01077b87b747e9c72d40656c274d4781542a755e /client/shaders/test_shader_2
parent566f7f638a00a698a25b73adc2e619fe63e1a802 (diff)
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Handle day-night transition in shader and make light sources brighter when shaders are used
Diffstat (limited to 'client/shaders/test_shader_2')
-rw-r--r--client/shaders/test_shader_2/opengl_vertex.glsl37
1 files changed, 35 insertions, 2 deletions
diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl
index 6286fc0d7..80fd6d427 100644
--- a/client/shaders/test_shader_2/opengl_vertex.glsl
+++ b/client/shaders/test_shader_2/opengl_vertex.glsl
@@ -2,6 +2,7 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform float dayNightRatio;
varying vec3 vPosition;
@@ -13,8 +14,40 @@ void main(void)
vPosition = (mWorldViewProj * gl_Vertex).xyz;
- gl_FrontColor = gl_BackColor = gl_Color;
- //gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
+ 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;
}