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path: root/client/shaders/nodes_shader/opengl_fragment.glsl
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Diffstat (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl63
1 files changed, 24 insertions, 39 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index e531d72b7..8dc3a5683 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -39,37 +39,21 @@ vec4 get_normal_map(vec2 uv)
float find_intersection(vec2 dp, vec2 ds)
{
- const int linear_steps = 10;
- const int binary_steps = 5;
- const float depth_step = 1.0 / linear_steps;
- float size = depth_step;
+ const float depth_step = 1.0 / 24.0;
float depth = 1.0;
- float best_depth = 1.0;
- for (int i = 0 ; i < linear_steps - 1 ; ++i) {
- vec4 t = texture2D(normalTexture, dp + ds * depth);
- if (best_depth > 0.05)
- if (depth >= t.a)
- best_depth = depth;
- depth -= size;
- }
- depth = best_depth - size;
- for (int i = 0 ; i < binary_steps ; ++i) {
- size *= 0.5;
- vec4 t = texture2D(normalTexture, dp + ds * depth);
- if (depth >= t.a) {
- best_depth = depth;
- depth -= 2 * size;
- }
- depth += size;
+ for (int i = 0 ; i < 24 ; i++) {
+ float h = texture2D(normalTexture, dp + ds * depth).a;
+ if (h >= depth)
+ break;
+ depth -= depth_step;
}
- return best_depth;
+ return depth;
}
float find_intersectionRGB(vec2 dp, vec2 ds) {
- const float iterations = 24.0;
- const float depth_step = 1.0 / iterations;
+ const float depth_step = 1.0 / 24.0;
float depth = 1.0;
- for (int i = 0 ; i < iterations ; i++) {
+ for (int i = 0 ; i < 24 ; i++) {
float h = get_rgb_height(dp + ds * depth);
if (h >= depth)
break;
@@ -85,40 +69,41 @@ void main (void)
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
-#ifdef USE_NORMALMAPS
+#if USE_NORMALMAPS == 1
if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
normalTexturePresent = true;
}
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
- vec3 eyeRay = normalize(tsEyeVec);
+ 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;
+
#if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information
if (normalTexturePresent && area_enable_parallax > 0.0) {
- const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
- const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
- for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
+ 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.xy;
+ uv += h * normal.z * eyeRay;
}
#endif
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
- vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
+ vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersection(uv, ds);
uv += dist * ds;
#endif
- } else if (area_enable_parallax > 0.0) {
- vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
+ } 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
-#ifdef USE_NORMALMAPS
+#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
@@ -136,7 +121,7 @@ void main (void)
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);
+ bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
use_normalmap = true;
}
@@ -145,9 +130,9 @@ void main (void)
#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);
+ 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;