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author | RealBadAngel <maciej.kasatkin@o2.pl> | 2014-07-07 16:17:51 +0200 |
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committer | RealBadAngel <maciej.kasatkin@o2.pl> | 2014-07-07 18:06:20 +0200 |
commit | c9ba92c4ad0b010d6d36890c3b1ddfb2e773560f (patch) | |
tree | b85fe4958c735a76dd5f9cc7ca0568e2f1e82ab4 /client | |
parent | a2e1b0fc7fa9a470f645e130115ce14a89aa2e02 (diff) | |
download | minetest-c9ba92c4ad0b010d6d36890c3b1ddfb2e773560f.tar.gz minetest-c9ba92c4ad0b010d6d36890c3b1ddfb2e773560f.tar.bz2 minetest-c9ba92c4ad0b010d6d36890c3b1ddfb2e773560f.zip |
Faces shading fixes
Diffstat (limited to 'client')
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 14 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_vertex.glsl | 14 |
2 files changed, 0 insertions, 28 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 88e489e6c..03b682d1b 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -63,35 +63,28 @@ void main(void) vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
- float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
- tileContrast = 0.8;
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
- tileContrast = 0.8;
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
- tileContrast = 1.2;
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
- tileContrast = 0.3;
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
- tileContrast = 0.5;
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
- tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
@@ -129,13 +122,6 @@ void main(void) color.g = rg;
color.b = b;
-#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- color *= tileContrast;
- color = sqrt(color); // Linear -> SRGB
-#endif
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index 88e489e6c..03b682d1b 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -63,35 +63,28 @@ void main(void) vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
- float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
- tileContrast = 0.8;
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
- tileContrast = 0.8;
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
- tileContrast = 1.2;
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
- tileContrast = 0.3;
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
- tileContrast = 0.5;
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
- tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
@@ -129,13 +122,6 @@ void main(void) color.g = rg;
color.b = b;
-#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- color *= tileContrast;
- color = sqrt(color); // Linear -> SRGB
-#endif
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
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