diff options
author | RealBadAngel <mk@realbadangel.pl> | 2013-12-03 17:21:40 +0100 |
---|---|---|
committer | PilzAdam <pilzadam@minetest.net> | 2013-12-03 18:55:25 +0100 |
commit | 2330267d2207208799ad347ea0d129c0b4551d61 (patch) | |
tree | a4418b0c9fe42ee7944f0531c76f353069735615 /client | |
parent | 60113bde74784f4a0125ffa005e9404fbd5cb5b1 (diff) | |
download | minetest-2330267d2207208799ad347ea0d129c0b4551d61.tar.gz minetest-2330267d2207208799ad347ea0d129c0b4551d61.tar.bz2 minetest-2330267d2207208799ad347ea0d129c0b4551d61.zip |
Shaders rework.
Diffstat (limited to 'client')
25 files changed, 712 insertions, 477 deletions
diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/alpha_shader/base.txt index 1c2647118..1c2647118 100644 --- a/client/shaders/bumpmaps_liquids/base.txt +++ b/client/shaders/alpha_shader/base.txt diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl new file mode 100644 index 000000000..e72c1b9a6 --- /dev/null +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -0,0 +1,67 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+uniform float enableParallaxOcclusion;
+uniform float parallaxOcclusionScale;
+uniform float parallaxOcclusionBias;
+
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+varying vec3 tsEyeVec;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+ float height;
+ vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
+
+ if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+ float map_height = texture2D(normalTexture, uv).a;
+ if (map_height < 1.0){
+ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ uv = uv + height * tsEye;
+ }
+ }
+
+ if ((enable_bumpmapping == 1.0) && (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;
+ }
+
+ 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);
+}
diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c26fdd3d5 --- /dev/null +++ b/client/shaders/alpha_shader/opengl_vertex.glsl @@ -0,0 +1,99 @@ +#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+varying vec3 tsEyeVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ 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);
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = normalize(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;
+
+ // 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 = 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 *= 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/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl deleted file mode 100644 index bf6bbf043..000000000 --- a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl +++ /dev/null @@ -1,46 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform sampler2D normalTexture;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-varying vec3 viewVec;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float alpha = col.a;
- vec2 uv = gl_TexCoord[0].st;
- vec4 base = texture2D(myTexture, uv);
- vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
- vec3 vVec = normalize(viewVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
- float diffuse = max(dot(lVec, bump), 0.0);
-
- vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
-
-
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color += vec3(0.2*specular*diffuse);
-
-
- 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) / 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));
- alpha = mix(alpha, 0.0, d);
- }
-
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
-}
diff --git a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl deleted file mode 100644 index 99c208bdd..000000000 --- a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ -
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-varying vec3 viewVec;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec3 tangent;
- vec3 binormal;
-
- vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
- vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
-
- if( length(c1)>length(c2) )
- {
- tangent = c1;
- }
- else
- {
- tangent = c2;
- }
-
- tangent = normalize(tangent);
-
-//binormal = cross(gl_Normal, tangent);
-//binormal = normalize(binormal);
-
- 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 * 1.5; // 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;
-
- vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
- vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
- //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
- //vec3 b1 = cross(n1, t1);
-
- vec3 v;
- vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 vVec = -vVertex;
- //v.x = dot(vVec, t1);
- //v.y = dot(vVec, b1);
- //v.z = dot(vVec, n1);
- //viewVec = vVec;
- viewVec = normalize(vec3(0.0, -0.4, 0.5));
- //Vector representing the 0th texture coordinate passed to fragment shader
-//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
-
-// Transform the current vertex
-//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl deleted file mode 100644 index c72e8cbce..000000000 --- a/client/shaders/bumpmaps_solids/opengl_fragment.glsl +++ /dev/null @@ -1,45 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform sampler2D normalTexture;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-varying vec3 viewVec;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- float alpha = col.a;
- vec2 uv = gl_TexCoord[0].st;
- vec4 base = texture2D(myTexture, uv);
- vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
- vec3 vVec = normalize(viewVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
- float diffuse = max(dot(lVec, bump), 0.0);
-
- vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
-
-
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color += vec3(0.2*specular*diffuse);
-
-
- 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) / 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, alpha);
-}
diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl deleted file mode 100644 index 99c208bdd..000000000 --- a/client/shaders/bumpmaps_solids/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ -
-uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform float dayNightRatio;
-
-varying vec3 vPosition;
-varying vec3 viewVec;
-
-void main(void)
-{
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
-
- vec3 tangent;
- vec3 binormal;
-
- vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
- vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
-
- if( length(c1)>length(c2) )
- {
- tangent = c1;
- }
- else
- {
- tangent = c2;
- }
-
- tangent = normalize(tangent);
-
-//binormal = cross(gl_Normal, tangent);
-//binormal = normalize(binormal);
-
- 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 * 1.5; // 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;
-
- vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
- vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
- //vec3 t1 = normalize(gl_NormalMatrix * tangent1);
- //vec3 b1 = cross(n1, t1);
-
- vec3 v;
- vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
- vec3 vVec = -vVertex;
- //v.x = dot(vVec, t1);
- //v.y = dot(vVec, b1);
- //v.z = dot(vVec, n1);
- //viewVec = vVec;
- viewVec = normalize(vec3(0.0, -0.4, 0.5));
- //Vector representing the 0th texture coordinate passed to fragment shader
-//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
-
-// Transform the current vertex
-//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/leaves_shader/base.txt index 080df30dd..080df30dd 100644 --- a/client/shaders/bumpmaps_solids/base.txt +++ b/client/shaders/leaves_shader/base.txt diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl new file mode 100644 index 000000000..127b32d51 --- /dev/null +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -0,0 +1,54 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+varying vec4 vColor;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (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;
+ }
+
+ 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);
+}
diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl new file mode 100644 index 000000000..8dfb0669e --- /dev/null +++ b/client/shaders/leaves_shader/opengl_vertex.glsl @@ -0,0 +1,87 @@ +#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingLeaves;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+float smoothCurve( float x ) {
+ return x * x *( 3.0 - 2.0 * x );
+}
+float triangleWave( float x ) {
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
+}
+float smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+
+void main(void)
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ if (enableWavingLeaves == 1.0){
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld*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;
+ gl_Position = mWorldViewProj * pos;
+ }
+ else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ eyeVec = (gl_ModelViewMatrix * 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 * 2.5; // 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 = 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 *= 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/test_shader_2/base.txt b/client/shaders/liquids_shader/base.txt index 1c2647118..1c2647118 100644 --- a/client/shaders/test_shader_2/base.txt +++ b/client/shaders/liquids_shader/base.txt diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl new file mode 100644 index 000000000..a5ffd71bb --- /dev/null +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -0,0 +1,53 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (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;
+ }
+
+ 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);
+}
diff --git a/client/shaders/test_shader_1/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl index 3cf1f122b..8ceb9f2cb 100644 --- a/client/shaders/test_shader_1/opengl_vertex.glsl +++ b/client/shaders/liquids_shader/opengl_vertex.glsl @@ -1,15 +1,33 @@ +#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingWater;
+uniform float waterWaveLength;
+uniform float waterWaveHeight;
+uniform float waterWaveSpeed;
+
+uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 eyeVec;
void main(void)
{
- gl_Position = mWorldViewProj * gl_Vertex;
-
+ if (enableWavingWater == 1.0){
+ vec4 pos2 = gl_Vertex;
+ pos2.y -= 2.0;
+ pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
+ + sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
+ gl_Position = mWorldViewProj * pos2;
+ } else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
vec4 color;
@@ -24,7 +42,7 @@ void main(void) color.b = color.r;*/
float rg = mix(night, day, dayNightRatio);
- rg += light_source * 1.0; // Make light sources brighter
+ rg += light_source * 2.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
@@ -39,20 +57,13 @@ void main(void) // 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.r = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
gl_TexCoord[0] = gl_MultiTexCoord0;
+
}
diff --git a/client/shaders/test_shader_1/base.txt b/client/shaders/plants_shader/base.txt index 080df30dd..080df30dd 100644 --- a/client/shaders/test_shader_1/base.txt +++ b/client/shaders/plants_shader/base.txt diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl new file mode 100644 index 000000000..de6ad4c05 --- /dev/null +++ b/client/shaders/plants_shader/opengl_fragment.glsl @@ -0,0 +1,53 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+
+ if ((enable_bumpmapping == 1.0) && (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;
+ }
+
+ 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);
+}
diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c1bdd62a9 --- /dev/null +++ b/client/shaders/plants_shader/opengl_vertex.glsl @@ -0,0 +1,87 @@ +#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingPlants;
+
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+float smoothCurve( float x ) {
+ return x * x *( 3.0 - 2.0 * x );
+}
+float triangleWave( float x ) {
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
+}
+float smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+
+void main(void)
+{
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ if (enableWavingPlants == 1.0){
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld * 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;
+ }
+ gl_Position = mWorldViewProj * pos;
+ }
+ else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ eyeVec = (gl_ModelViewMatrix * 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 * 2.5; // 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 = 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 *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+}
diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/solids_shader/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl new file mode 100644 index 000000000..80efc86a7 --- /dev/null +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -0,0 +1,87 @@ +#version 120
+
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform float enableBumpmapping;
+uniform float enableParallaxOcclusion;
+uniform float parallaxOcclusionScale;
+uniform float parallaxOcclusionBias;
+
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 tsEyeVec;
+varying vec3 eyeVec;
+varying vec4 vColor;
+
+const float e = 2.718281828459;
+
+void main (void)
+{
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
+ vec3 color;
+ vec2 uv = gl_TexCoord[0].st;
+ float height;
+ vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
+
+ if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+ float map_height = texture2D(normalTexture, uv).a;
+ if (map_height < 1.0){
+ float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ uv = uv + height * tsEye;
+ }
+ }
+/* 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;
+ }
+ }
+ }
+*/
+
+ if ((enable_bumpmapping == 1.0) && (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;
+ }
+
+ 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);
+}
diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c26fdd3d5 --- /dev/null +++ b/client/shaders/solids_shader/opengl_vertex.glsl @@ -0,0 +1,99 @@ +#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+varying vec3 tsEyeVec;
+
+void main(void)
+{
+ gl_Position = mWorldViewProj * gl_Vertex;
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ 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);
+
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = normalize(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;
+
+ // 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 = 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 *= 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/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_2/opengl_fragment.glsl b/client/shaders/test_shader_2/opengl_fragment.glsl deleted file mode 100644 index 38bc94311..000000000 --- a/client/shaders/test_shader_2/opengl_fragment.glsl +++ /dev/null @@ -1,23 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- col *= gl_Color;
- float a = gl_Color.a;
- 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));
- a = mix(a, 0.0, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, a);
-}
diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl deleted file mode 100644 index 2881bad21..000000000 --- a/client/shaders/test_shader_2/opengl_vertex.glsl +++ /dev/null @@ -1,51 +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;
-
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}
diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt deleted file mode 100644 index 1c2647118..000000000 --- a/client/shaders/test_shader_3/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl deleted file mode 100644 index 535774c11..000000000 --- a/client/shaders/test_shader_3/opengl_fragment.glsl +++ /dev/null @@ -1,25 +0,0 @@ -
-uniform sampler2D myTexture;
-uniform float fogDistance;
-
-varying vec3 vPosition;
-
-void main (void)
-{
- vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
- col *= gl_Color;
- float a = col.a; - 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));
- a = mix(a, 0.0, d);
- } -
- gl_FragColor = vec4(col.r, col.g, col.b, a);
-}
diff --git a/client/shaders/test_shader_3/opengl_vertex.glsl b/client/shaders/test_shader_3/opengl_vertex.glsl deleted file mode 100644 index 2881bad21..000000000 --- a/client/shaders/test_shader_3/opengl_vertex.glsl +++ /dev/null @@ -1,51 +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;
-
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-}
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