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author | HybridDog <3192173+HybridDog@users.noreply.github.com> | 2020-12-04 20:16:12 +0100 |
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committer | GitHub <noreply@github.com> | 2020-12-04 20:16:12 +0100 |
commit | e73c5d45858b35dde782b23677495c6eda3f8253 (patch) | |
tree | e432acd4562cc1c026188e69d3b688fce6fdb9a7 /client | |
parent | ecd4f45318e7e510ebe4ebe8420ea739122d2edf (diff) | |
download | minetest-e73c5d45858b35dde782b23677495c6eda3f8253.tar.gz minetest-e73c5d45858b35dde782b23677495c6eda3f8253.tar.bz2 minetest-e73c5d45858b35dde782b23677495c6eda3f8253.zip |
Fix MSAA stripes (#9247)
This only works when shaders are enabled.
The centroid varying avoids that the textures (which repeat themselves out of bounds) are sampled out of bounds in MSAA.
If MSAA (called FSAA in minetest) is disabled, the centroid keyword does nothing.
Diffstat (limited to 'client')
4 files changed, 11 insertions, 8 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 82c87073a..b0f6d45d0 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -16,7 +16,7 @@ varying vec3 vPosition; // precision must be considered). varying vec3 worldPosition; varying lowp vec4 varColor; -varying mediump vec2 varTexCoord; +centroid varying mediump vec2 varTexCoord; varying vec3 eyeVec; const float fogStart = FOG_START; @@ -46,7 +46,7 @@ vec4 applyToneMapping(vec4 color) const float gamma = 1.6; const float exposureBias = 5.5; color.rgb = uncharted2Tonemap(exposureBias * color.rgb); - // Precalculated white_scale from + // Precalculated white_scale from //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); vec3 whiteScale = vec3(1.036015346); color.rgb *= whiteScale; @@ -72,7 +72,7 @@ void main(void) color = base.rgb; vec4 col = vec4(color.rgb * varColor.rgb, 1.0); - + #ifdef ENABLE_TONE_MAPPING col = applyToneMapping(col); #endif diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index cb344f6e6..5742ec1d3 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -16,7 +16,10 @@ varying vec3 vPosition; // precision must be considered). varying vec3 worldPosition; varying lowp vec4 varColor; -varying mediump vec2 varTexCoord; +// The centroid keyword ensures that after interpolation the texture coordinates +// lie within the same bounds when MSAA is en- and disabled. +// This fixes the stripes problem with nearest-neighbour textures and MSAA. +centroid varying mediump vec2 varTexCoord; varying vec3 eyeVec; // Color of the light emitted by the light sources. @@ -142,7 +145,7 @@ void main(void) vec4 color; // The alpha gives the ratio of sunlight in the incoming light. float nightRatio = 1.0 - inVertexColor.a; - color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb + + color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb + nightRatio * artificialLight.rgb) * 2.0; color.a = 1.0; diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl index 7ac182a63..bf18c1499 100644 --- a/client/shaders/object_shader/opengl_fragment.glsl +++ b/client/shaders/object_shader/opengl_fragment.glsl @@ -9,7 +9,7 @@ varying vec3 vNormal; varying vec3 vPosition; varying vec3 worldPosition; varying lowp vec4 varColor; -varying mediump vec2 varTexCoord; +centroid varying mediump vec2 varTexCoord; varying vec3 eyeVec; varying float vIDiff; @@ -43,7 +43,7 @@ vec4 applyToneMapping(vec4 color) const float gamma = 1.6; const float exposureBias = 5.5; color.rgb = uncharted2Tonemap(exposureBias * color.rgb); - // Precalculated white_scale from + // Precalculated white_scale from //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); vec3 whiteScale = vec3(1.036015346); color.rgb *= whiteScale; diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl index e44984dc8..f31b842ee 100644 --- a/client/shaders/object_shader/opengl_vertex.glsl +++ b/client/shaders/object_shader/opengl_vertex.glsl @@ -7,7 +7,7 @@ varying vec3 vNormal; varying vec3 vPosition; varying vec3 worldPosition; varying lowp vec4 varColor; -varying mediump vec2 varTexCoord; +centroid varying mediump vec2 varTexCoord; varying vec3 eyeVec; varying float vIDiff; |