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authorParamat <paramat@users.noreply.github.com>2019-03-27 00:18:43 +0000
committerGitHub <noreply@github.com>2019-03-27 00:18:43 +0000
commit42e1a127140965cac1be6e51e48192e341c2a29e (patch)
tree9c1d824e6b70838a13afa4870f219108d4d97899 /src/nodedef.cpp
parent5e7662ca168b47ed3e81901d53bff2eb712f571c (diff)
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Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)
Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
Diffstat (limited to 'src/nodedef.cpp')
-rw-r--r--src/nodedef.cpp12
1 files changed, 10 insertions, 2 deletions
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 03a163bd3..83e3968c3 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -798,6 +798,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
material_type = TILE_MATERIAL_WAVING_PLANTS;
else if (waving == 2)
material_type = TILE_MATERIAL_WAVING_LEAVES;
+ else if (waving == 3)
+ material_type = TILE_MATERIAL_WAVING_LIQUID_BASIC;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
@@ -815,8 +817,14 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
correctAlpha(tdef, 6);
correctAlpha(tdef_overlay, 6);
correctAlpha(tdef_spec, CF_SPECIAL_COUNT);
- material_type = (alpha == 255) ?
- TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
+
+ if (waving == 3) {
+ material_type = (alpha == 255) ? TILE_MATERIAL_WAVING_LIQUID_OPAQUE :
+ TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT;
+ } else {
+ material_type = (alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE :
+ TILE_MATERIAL_LIQUID_TRANSPARENT;
+ }
}
u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);