diff options
Diffstat (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 169 |
1 files changed, 20 insertions, 149 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 19e6c2d86..b58095063 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -1,6 +1,4 @@ uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D textureFlags; uniform vec4 skyBgColor; uniform float fogDistance; @@ -17,21 +15,18 @@ varying vec3 vPosition; // cameraOffset + worldPosition (for large coordinates the limits of float // precision must be considered). varying vec3 worldPosition; -varying float area_enable_parallax; - +varying lowp vec4 varColor; +#ifdef GL_ES +varying mediump vec2 varTexCoord; +#else +centroid varying vec2 varTexCoord; +#endif varying vec3 eyeVec; -varying vec3 tsEyeVec; -varying vec3 lightVec; -varying vec3 tsLightVec; -bool normalTexturePresent = false; - -const float e = 2.718281828459; -const float BS = 10.0; const float fogStart = FOG_START; -const float fogShadingParameter = 1 / ( 1 - fogStart); +const float fogShadingParameter = 1.0 / ( 1.0 - fogStart); -#ifdef ENABLE_TONE_MAPPING +#if ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters A = 0.22; @@ -55,7 +50,7 @@ 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; @@ -63,150 +58,26 @@ vec4 applyToneMapping(vec4 color) } #endif -void get_texture_flags() -{ - vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); - if (flags.r > 0.5) { - normalTexturePresent = true; - } -} - -float intensity(vec3 color) -{ - return (color.r + color.g + color.b) / 3.0; -} - -float get_rgb_height(vec2 uv) -{ - return intensity(texture2D(baseTexture, uv).rgb); -} - -vec4 get_normal_map(vec2 uv) -{ - vec4 bump = texture2D(normalTexture, uv).rgba; - bump.xyz = normalize(bump.xyz * 2.0 - 1.0); - return bump; -} - -float find_intersection(vec2 dp, vec2 ds) -{ - float depth = 1.0; - float best_depth = 0.0; - float size = 0.0625; - for (int i = 0; i < 15; i++) { - depth -= size; - float h = texture2D(normalTexture, dp + ds * depth).a; - if (depth <= h) { - best_depth = depth; - break; - } - } - depth = best_depth; - for (int i = 0; i < 4; i++) { - size *= 0.5; - float h = texture2D(normalTexture,dp + ds * depth).a; - if (depth <= h) { - best_depth = depth; - depth += size; - } else { - depth -= size; - } - } - return best_depth; -} - -float find_intersectionRGB(vec2 dp, vec2 ds) -{ - const float depth_step = 1.0 / 24.0; - float depth = 1.0; - for (int i = 0 ; i < 24 ; i++) { - float h = get_rgb_height(dp + ds * depth); - if (h >= depth) - break; - depth -= depth_step; - } - return depth; -} - void main(void) { vec3 color; - vec4 bump; - vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - get_texture_flags(); - -#ifdef ENABLE_PARALLAX_OCCLUSION - vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y); - const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS; - const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS; + vec2 uv = varTexCoord.st; -#if PARALLAX_OCCLUSION_MODE == 0 - // Parallax occlusion with slope information - if (normalTexturePresent && area_enable_parallax > 0.0) { - for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) { - vec4 normal = texture2D(normalTexture, uv.xy); - float h = normal.a * scale - bias; - uv += h * normal.z * eyeRay; - } -#endif - -#if PARALLAX_OCCLUSION_MODE == 1 - // Relief mapping - if (normalTexturePresent && area_enable_parallax > 0.0) { - vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE; - float dist = find_intersection(uv, ds); - uv += dist * ds; -#endif - } else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) { - vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE; - float dist = find_intersectionRGB(uv, ds); - uv += dist * ds; - } -#endif - -#if USE_NORMALMAPS == 1 - if (normalTexturePresent) { - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#if GENERATE_NORMALMAPS == 1 - if (normalTexturePresent == false) { - float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y)); - float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP)); - float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y)); - float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); - float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); - bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); - use_normalmap = true; + vec4 base = texture2D(baseTexture, uv).rgba; +#ifdef USE_DISCARD + // If alpha is zero, we can just discard the pixel. This fixes transparency + // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa, + // and also on GLES 2, where GL_ALPHA_TEST is missing entirely. + if (base.a == 0.0) { + discard; } #endif - vec4 base = texture2D(baseTexture, uv).rgba; -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap) { - vec3 L = normalize(lightVec); - vec3 E = normalize(eyeVec); - float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0); - float diffuse = dot(-E,bump.xyz); - color = (diffuse + 0.1 * specular) * base.rgb; - } else { - color = base.rgb; - } -#else color = base.rgb; -#endif - vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); - -#ifdef ENABLE_TONE_MAPPING + vec4 col = vec4(color.rgb * varColor.rgb, 1.0); + +#if ENABLE_TONE_MAPPING col = applyToneMapping(col); #endif |