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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2015-07-16 15:36:48 +0200 |
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committer | RealBadAngel <maciej.kasatkin@o2.pl> | 2015-07-16 15:36:48 +0200 |
commit | 655fc6010ffd4be7de315be261df2a61d5d4538a (patch) | |
tree | a61da651c2647f10f4bfcce3a341aba170ffa164 /client/shaders/water_surface_shader/opengl_fragment.glsl | |
parent | b30e8d8ec689fbb65b1cee6fb6ff79322b204d0d (diff) | |
download | minetest-655fc6010ffd4be7de315be261df2a61d5d4538a.tar.gz minetest-655fc6010ffd4be7de315be261df2a61d5d4538a.tar.bz2 minetest-655fc6010ffd4be7de315be261df2a61d5d4538a.zip |
Fix relief mapping issues
Diffstat (limited to 'client/shaders/water_surface_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/water_surface_shader/opengl_fragment.glsl | 42 |
1 files changed, 30 insertions, 12 deletions
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 386f77486..75751e243 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -1,6 +1,6 @@ uniform sampler2D baseTexture; uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; +uniform sampler2D textureFlags; uniform vec4 skyBgColor; uniform float fogDistance; @@ -15,37 +15,55 @@ varying vec3 lightVec; varying vec3 tsLightVec; bool normalTexturePresent = false; +bool texTileableHorizontal = false; +bool texTileableVertical = false; +bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; - -float intensity (vec3 color){ + +void get_texture_flags() +{ + vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); + if (flags.r > 0.5) { + normalTexturePresent = true; + } + if (flags.g > 0.5) { + texTileableHorizontal = true; + } + if (flags.b > 0.5) { + texTileableVertical = true; + } + if (texTileableHorizontal && texTileableVertical) { + texSeamless = true; + } +} + +float intensity(vec3 color) +{ return (color.r + color.g + color.b) / 3.0; } -float get_rgb_height (vec2 uv){ +float get_rgb_height(vec2 uv) +{ return intensity(texture2D(baseTexture,uv).rgb); } -vec4 get_normal_map(vec2 uv){ +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) +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 + get_texture_flags(); #ifdef ENABLE_PARALLAX_OCCLUSION if (normalTexturePresent) { |