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-rw-r--r--client/shaders/test_shader_3/base.txt1
-rw-r--r--client/shaders/test_shader_3/opengl_fragment.glsl23
-rw-r--r--client/shaders/test_shader_3/opengl_vertex.glsl51
-rw-r--r--doc/lua_api.txt1
-rw-r--r--src/mapblock_mesh.cpp4
-rw-r--r--src/nodedef.cpp14
-rw-r--r--src/scriptapi_content.cpp5
-rw-r--r--src/tile.h10
8 files changed, 98 insertions, 11 deletions
diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt
new file mode 100644
index 000000000..1c2647118
--- /dev/null
+++ b/client/shaders/test_shader_3/base.txt
@@ -0,0 +1 @@
+trans_alphach
diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl
new file mode 100644
index 000000000..78abadcaf
--- /dev/null
+++ b/client/shaders/test_shader_3/opengl_fragment.glsl
@@ -0,0 +1,23 @@
+
+uniform sampler2D myTexture;
+uniform float fogDistance;
+
+varying vec3 vPosition;
+
+void main (void)
+{
+ vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
+ 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
+ float a = col.a;
+ 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
new file mode 100644
index 000000000..2881bad21
--- /dev/null
+++ b/client/shaders/test_shader_3/opengl_vertex.glsl
@@ -0,0 +1,51 @@
+
+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/doc/lua_api.txt b/doc/lua_api.txt
index 531a40b29..42579fda3 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -1649,6 +1649,7 @@ Node definition (register_node)
^ Special textures of node; used rarely (old field name: special_materials)
^ List can be shortened to needed length
alpha = 255,
+ use_texture_alpha = false, -- Use texture's alpha channel
post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
paramtype = "none", -- See "Nodes"
paramtype2 = "none", -- See "Nodes"
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index f68a79e41..f8a0b5f06 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -1099,6 +1099,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
getShader("test_shader_1").material;
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
getShader("test_shader_2").material;
+ video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
+ getShader("test_shader_3").material;
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
@@ -1174,7 +1176,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0, p.tile.texture.atlas);
if(enable_shaders)
- p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2);
+ p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
else
p.tile.applyMaterialOptions(material);
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index e2b72333f..e09c1910d 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -658,15 +658,11 @@ public:
break;
}
- u8 material_type = 0;
- if(is_liquid){
- if(f->alpha == 255)
- material_type = TILE_MATERIAL_LIQUID_OPAQUE;
- else
- material_type = TILE_MATERIAL_LIQUID_TRANSPARENT;
- } else{
- material_type = TILE_MATERIAL_BASIC;
- }
+ u8 material_type;
+ if (is_liquid)
+ material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
+ else
+ material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
// Tiles (fill in f->tiles[])
for(u16 j=0; j<6; j++){
diff --git a/src/scriptapi_content.cpp b/src/scriptapi_content.cpp
index 3b7ed5179..30fd70349 100644
--- a/src/scriptapi_content.cpp
+++ b/src/scriptapi_content.cpp
@@ -225,6 +225,11 @@ ContentFeatures read_content_features(lua_State *L, int index)
lua_pop(L, 1);
f.alpha = getintfield_default(L, index, "alpha", 255);
+
+ bool usealpha = getboolfield_default(L, index,
+ "use_texture_alpha", false);
+ if (usealpha)
+ f.alpha = 0;
/* Other stuff */
diff --git a/src/tile.h b/src/tile.h
index c5c7f9303..ea5c4be54 100644
--- a/src/tile.h
+++ b/src/tile.h
@@ -162,6 +162,7 @@ IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
enum MaterialType{
TILE_MATERIAL_BASIC,
+ TILE_MATERIAL_ALPHA,
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
};
@@ -222,6 +223,9 @@ struct TileSpec
case TILE_MATERIAL_BASIC:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
+ case TILE_MATERIAL_ALPHA:
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
break;
@@ -233,12 +237,16 @@ struct TileSpec
}
void applyMaterialOptionsWithShaders(video::SMaterial &material,
const video::E_MATERIAL_TYPE &basic,
- const video::E_MATERIAL_TYPE &liquid) const
+ const video::E_MATERIAL_TYPE &liquid,
+ const video::E_MATERIAL_TYPE &alpha) const
{
switch(material_type){
case TILE_MATERIAL_BASIC:
material.MaterialType = basic;
break;
+ case TILE_MATERIAL_ALPHA:
+ material.MaterialType = alpha;
+ break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = liquid;
break;