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-rw-r--r--client/shaders/leaves_shader/opengl_vertex.glsl87
1 files changed, 87 insertions, 0 deletions
diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl
new file mode 100644
index 000000000..8dfb0669e
--- /dev/null
+++ b/client/shaders/leaves_shader/opengl_vertex.glsl
@@ -0,0 +1,87 @@
+#version 120
+
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform float dayNightRatio;
+uniform float animationTimer;
+
+uniform float enableWavingLeaves;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 eyeVec;
+
+float smoothCurve( float x ) {
+ return x * x *( 3.0 - 2.0 * x );
+}
+float triangleWave( float x ) {
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
+}
+float smoothTriangleWave( float x ) {
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+}
+
+void main(void)
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ if (enableWavingLeaves == 1.0){
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mTransWorld*gl_Vertex;
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
+ gl_Position = mWorldViewProj * pos;
+ }
+ else
+ gl_Position = mWorldViewProj * gl_Vertex;
+
+ vPosition = (mWorldViewProj * gl_Vertex).xyz;
+
+ eyeVec = (gl_ModelViewMatrix * 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 * 2.5; // 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 = clamp(rg,0.0,1.0);
+ color.g = clamp(rg,0.0,1.0);
+ color.b = clamp(b,0.0,1.0);
+
+ // Make sides and bottom darker than the top
+ color = color * color; // SRGB -> Linear
+ if(gl_Normal.y <= 0.5)
+ color *= 0.6;
+ //color *= 0.7;
+ color = sqrt(color); // Linear -> SRGB
+
+ color.a = gl_Color.a;
+
+ gl_FrontColor = gl_BackColor = color;
+
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+}