diff options
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 12 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 20 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_fragment.glsl | 12 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_vertex.glsl | 20 | ||||
-rw-r--r-- | src/mapblock_mesh.cpp | 33 |
5 files changed, 52 insertions, 45 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 351faf81b..2a1cbc568 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba; float alpha = gl_Color.a; vec4 col = vec4(color.rgb, alpha); col *= gl_Color; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); @@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba; #else vec4 col = vec4(color.rgb, base.a); col *= gl_Color; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index b09d03774..88e489e6c 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -63,28 +63,35 @@ 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));
}
@@ -108,7 +115,7 @@ void main(void) // Moonlight is blue
b += (day - night) / 13.0;
- rg -= (day - night) / 23.0;
+ rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
@@ -118,18 +125,17 @@ void main(void) // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
- color.r = clamp(rg,0.0,1.0);
- color.g = clamp(rg,0.0,1.0);
- color.b = clamp(b,0.0,1.0);
+ color.r = rg;
+ 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
- if(gl_Normal.y <= 0.5)
- color *= 0.6;
+ color *= tileContrast;
color = sqrt(color); // Linear -> SRGB
#endif
color.a = gl_Color.a;
- gl_FrontColor = gl_BackColor = color;
+ gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 351faf81b..2a1cbc568 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba; float alpha = gl_Color.a; vec4 col = vec4(color.rgb, alpha); col *= gl_Color; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); alpha = mix(alpha, 0.0, d); @@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba; #else vec4 col = vec4(color.rgb, base.a); col *= gl_Color; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index b09d03774..88e489e6c 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -63,28 +63,35 @@ 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));
}
@@ -108,7 +115,7 @@ void main(void) // Moonlight is blue
b += (day - night) / 13.0;
- rg -= (day - night) / 23.0;
+ rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
@@ -118,18 +125,17 @@ void main(void) // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
- color.r = clamp(rg,0.0,1.0);
- color.g = clamp(rg,0.0,1.0);
- color.b = clamp(b,0.0,1.0);
+ color.r = rg;
+ 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
- if(gl_Normal.y <= 0.5)
- color *= 0.6;
+ color *= tileContrast;
color = sqrt(color); // Linear -> SRGB
#endif
color.a = gl_Color.a;
- gl_FrontColor = gl_BackColor = color;
+ gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index bf62fe8b4..1f2f6cd8c 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1397,13 +1397,32 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat u8 night = j->second.second; finalColorBlend(vertices[vertexIndex].Color, day, night, daynight_ratio); - // Brighten topside (no shaders) - if(vertices[vertexIndex].Normal.Y > 0.5) - { - video::SColor &vc = vertices[vertexIndex].Color; - vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0)); - vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0)); - vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0)); + // Make sides and bottom darker than the top + video::SColor &vc = vertices[vertexIndex].Color; + if(vertices[vertexIndex].Normal.Y > 0.5) { + vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0)); + vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0)); + vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0)); + } else if (vertices[vertexIndex].Normal.Y < -0.5) { + vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0)); + vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0)); + vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0)); + } else if (vertices[vertexIndex].Normal.X > 0.5) { + vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0)); + vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0)); + vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0)); + } else if (vertices[vertexIndex].Normal.X < -0.5) { + vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0)); + vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0)); + vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0)); + } else if (vertices[vertexIndex].Normal.Z > 0.5) { + vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0)); + vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0)); + vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0)); + } else if (vertices[vertexIndex].Normal.Z < -0.5) { + vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0)); + vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0)); + vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0)); } } } |