diff options
author | est31 <MTest31@outlook.com> | 2016-03-25 15:57:18 +0100 |
---|---|---|
committer | est31 <MTest31@outlook.com> | 2016-03-25 15:57:18 +0100 |
commit | 205e38f5b8bd480bbe880db5d30300faea13a465 (patch) | |
tree | a7bf43c6b7be24c754598ebda0981bf83d830e44 /client | |
parent | c3f6cdcd54fa4b0e1b4a21e9075695f98a97a454 (diff) | |
download | minetest-205e38f5b8bd480bbe880db5d30300faea13a465.tar.gz minetest-205e38f5b8bd480bbe880db5d30300faea13a465.tar.bz2 minetest-205e38f5b8bd480bbe880db5d30300faea13a465.zip |
Replace CRLF with LF in shader files
Diffstat (limited to 'client')
-rw-r--r-- | client/shaders/default_shader/opengl_vertex.glsl | 18 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 172 | ||||
-rw-r--r-- | client/shaders/selection_shader/opengl_vertex.glsl | 18 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_vertex.glsl | 270 | ||||
-rw-r--r-- | client/shaders/wielded_shader/opengl_vertex.glsl | 68 |
5 files changed, 273 insertions, 273 deletions
diff --git a/client/shaders/default_shader/opengl_vertex.glsl b/client/shaders/default_shader/opengl_vertex.glsl index 0f4609177..d0b16c8b0 100644 --- a/client/shaders/default_shader/opengl_vertex.glsl +++ b/client/shaders/default_shader/opengl_vertex.glsl @@ -1,9 +1,9 @@ -uniform mat4 mWorldViewProj;
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
-
- gl_FrontColor = gl_BackColor = gl_Color;
-}
+uniform mat4 mWorldViewProj; + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = mWorldViewProj * gl_Vertex; + + gl_FrontColor = gl_BackColor = gl_Color; +} diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 91536ba10..ff271d0e1 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -1,52 +1,52 @@ -uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-uniform vec3 eyePosition;
-uniform float animationTimer;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
+uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform mat4 mWorld; + +uniform float dayNightRatio; +uniform vec3 eyePosition; +uniform float animationTimer; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; +varying vec3 tsEyeVec; +varying vec3 tsLightVec; varying float area_enable_parallax; varying float disp; -
-const float e = 2.718281828459;
-const float BS = 10.0;
-
+ +const float e = 2.718281828459; +const float BS = 10.0; + 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;
- //TODO: make offset depending on view angle and parallax uv displacement
- //thats for textures that doesnt align vertically, like dirt with grass
+} + + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + //TODO: make offset depending on view angle and parallax uv displacement + //thats for textures that doesnt align vertically, like dirt with grass //gl_TexCoord[0].y += 0.008; -
- //Allow parallax/relief mapping only for certain kind of nodes
+ + //Allow parallax/relief mapping only for certain kind of nodes //Variable is also used to control area of the effect #if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) area_enable_parallax = 1.0; @@ -65,30 +65,30 @@ void main(void) #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER - vec4 pos = gl_Vertex;
- pos.y -= 2.0;
- float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
- pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
- gl_Position = mWorldViewProj * pos;
-#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
- vec4 pos = gl_Vertex;
+ vec4 pos = gl_Vertex; + pos.y -= 2.0; + float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); + pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; pos.x += disp * 0.1; pos.y += disp * 0.1; pos.z += disp; - gl_Position = mWorldViewProj * pos;
-#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
- vec4 pos = gl_Vertex;
- if (gl_TexCoord[0].y < 0.05) {
+ gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { pos.z += disp; - }
- gl_Position = mWorldViewProj * pos;
-#else
- gl_Position = mWorldViewProj * gl_Vertex;
-#endif
-
+ } + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif + - vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz; + worldPosition = (mWorld * gl_Vertex).xyz; // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition); @@ -96,16 +96,16 @@ void main(void) area_enable_parallax = 0.0; } - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- vec3 normal, tangent, binormal;
- normal = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); + + vec3 normal, tangent, binormal; + normal = normalize(gl_NormalMatrix * gl_Normal); tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); vec3 v; -
- lightVec = sunPosition - worldPosition;
+ + lightVec = sunPosition - worldPosition; v.x = dot(lightVec, tangent); v.y = dot(lightVec, binormal); v.z = dot(lightVec, normal); @@ -116,32 +116,32 @@ void main(void) v.y = dot(eyeVec, binormal); v.z = dot(eyeVec, normal); tsEyeVec = normalize (v); -
- 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);
-}
+ + 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/selection_shader/opengl_vertex.glsl b/client/shaders/selection_shader/opengl_vertex.glsl index 0f4609177..d0b16c8b0 100644 --- a/client/shaders/selection_shader/opengl_vertex.glsl +++ b/client/shaders/selection_shader/opengl_vertex.glsl @@ -1,9 +1,9 @@ -uniform mat4 mWorldViewProj;
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
-
- gl_FrontColor = gl_BackColor = gl_Color;
-}
+uniform mat4 mWorldViewProj; + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = mWorldViewProj * gl_Vertex; + + gl_FrontColor = gl_BackColor = gl_Color; +} diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index 7ae517d8a..9b461f4c1 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -1,144 +1,144 @@ -uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-uniform vec3 eyePosition;
-uniform float animationTimer;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
-
-const float e = 2.718281828459;
-const float BS = 10.0;
-
+uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform mat4 mWorld; + +uniform float dayNightRatio; +uniform vec3 eyePosition; +uniform float animationTimer; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; +varying vec3 tsEyeVec; +varying vec3 tsLightVec; + +const float e = 2.718281828459; +const float BS = 10.0; + 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 (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
- vec4 pos = gl_Vertex;
- pos.y -= 2.0;
-
- float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
-
- pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
- gl_Position = mWorldViewProj * pos;
-#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
- vec4 pos = gl_Vertex;
- vec4 pos2 = mWorld * gl_Vertex;
- /*
- * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
- * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
- * And bufferize calcul to a float
- */
- float pos2XpZ = pos2.x + pos2.z;
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
- gl_Position = mWorldViewProj * pos;
-#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
- vec4 pos = gl_Vertex;
- vec4 pos2 = mWorld * gl_Vertex;
- if (gl_TexCoord[0].y < 0.05) {
- /*
- * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
- * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
- * And bufferize calcul to a float
- */
- float pos2XpZ = pos2.x + pos2.z;
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
- }
- gl_Position = mWorldViewProj * pos;
-#else
- gl_Position = mWorldViewProj * gl_Vertex;
-#endif
-
- vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- 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);
-
- lightVec = sunPosition - worldPosition;
- tsLightVec = lightVec * tbnMatrix;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
- tsEyeVec = eyeVec * tbnMatrix;
-
- 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);
-}
+} + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + +#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER + vec4 pos = gl_Vertex; + pos.y -= 2.0; + + float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); + + pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; + vec4 pos2 = mWorld * gl_Vertex; + /* + * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) + * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) + * And bufferize calcul to a float + */ + float pos2XpZ = pos2.x + pos2.z; + pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4; + pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2; + pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + vec4 pos2 = mWorld * gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { + /* + * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) + * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) + * And bufferize calcul to a float + */ + float pos2XpZ = pos2.x + pos2.z; + pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8; + pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4; + } + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif + + vPosition = gl_Position.xyz; + worldPosition = (mWorld * gl_Vertex).xyz; + vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); + + 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); + + lightVec = sunPosition - worldPosition; + tsLightVec = lightVec * tbnMatrix; + eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + tsEyeVec = eyeVec * tbnMatrix; + + 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/wielded_shader/opengl_vertex.glsl b/client/shaders/wielded_shader/opengl_vertex.glsl index a2ab9fa5f..c33b0a7d3 100644 --- a/client/shaders/wielded_shader/opengl_vertex.glsl +++ b/client/shaders/wielded_shader/opengl_vertex.glsl @@ -1,35 +1,35 @@ -uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-uniform vec3 eyePosition;
-uniform float animationTimer;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
-
-const float e = 2.718281828459;
-const float BS = 10.0;
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
-
- vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
- - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- lightVec = sunPosition - worldPosition;
+uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform mat4 mWorld; + +uniform float dayNightRatio; +uniform vec3 eyePosition; +uniform float animationTimer; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; +varying vec3 tsEyeVec; +varying vec3 tsLightVec; + +const float e = 2.718281828459; +const float BS = 10.0; + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + gl_Position = mWorldViewProj * gl_Vertex; + + vPosition = gl_Position.xyz; + worldPosition = (mWorld * gl_Vertex).xyz; + + vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); + + lightVec = sunPosition - worldPosition; eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; -
- gl_FrontColor = gl_BackColor = gl_Color;
-}
+ + gl_FrontColor = gl_BackColor = gl_Color; +} |