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Diffstat (limited to 'client/shaders/nodes_shader/opengl_vertex.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl94
1 files changed, 30 insertions, 64 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 0d8d0a2a5..c68df4a8e 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -1,4 +1,3 @@
-uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
// Color of the light emitted by the sun.
@@ -16,12 +15,16 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
-
+varying lowp vec4 varColor;
+// The centroid keyword ensures that after interpolation the texture coordinates
+// lie within the same bounds when MSAA is en- and disabled.
+// This fixes the stripes problem with nearest-neighbour textures and MSAA.
+#ifdef GL_ES
+varying mediump vec2 varTexCoord;
+#else
+centroid varying vec2 varTexCoord;
+#endif
varying vec3 eyeVec;
-varying vec3 lightVec;
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
-varying float area_enable_parallax;
// Color of the light emitted by the light sources.
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
@@ -85,25 +88,13 @@ float snoise(vec3 p)
void main(void)
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- //TODO: make offset depending on view angle and parallax uv displacement
- //thats for textures that doesnt align vertically, like dirt with grass
- //gl_TexCoord[0].y += 0.008;
-
- //Allow parallax/relief mapping only for certain kind of nodes
- //Variable is also used to control area of the effect
-#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
- area_enable_parallax = 1.0;
-#else
- area_enable_parallax = 0.0;
-#endif
-
+ varTexCoord = inTexCoord0.st;
-float disp_x;
-float disp_z;
+ float disp_x;
+ float disp_z;
// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
- vec4 pos2 = mWorld * gl_Vertex;
+ vec4 pos2 = mWorld * inVertexPosition;
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
@@ -112,68 +103,43 @@ float disp_z;
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif
- worldPosition = (mWorld * gl_Vertex).xyz;
+ worldPosition = (mWorld * inVertexPosition).xyz;
// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
// Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly
// correspond to the old sine waves.
- vec4 pos = gl_Vertex;
+ vec4 pos = inVertexPosition;
vec3 wavePos = worldPosition + cameraOffset;
// The waves are slightly compressed along the z-axis to get
// wave-fronts along the x-axis.
- wavePos.x /= WATER_WAVE_LENGTH * 3;
- wavePos.z /= WATER_WAVE_LENGTH * 2;
- wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
- pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
+ wavePos.x /= WATER_WAVE_LENGTH * 3.0;
+ wavePos.z /= WATER_WAVE_LENGTH * 2.0;
+ wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
+ pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
- vec4 pos = gl_Vertex;
+ vec4 pos = inVertexPosition;
pos.x += disp_x;
pos.y += disp_z * 0.1;
pos.z += disp_z;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
- vec4 pos = gl_Vertex;
- if (gl_TexCoord[0].y < 0.05) {
+ vec4 pos = inVertexPosition;
+ if (varTexCoord.y < 0.05) {
pos.x += disp_x;
pos.z += disp_z;
}
gl_Position = mWorldViewProj * pos;
#else
- gl_Position = mWorldViewProj * gl_Vertex;
+ gl_Position = mWorldViewProj * inVertexPosition;
#endif
vPosition = gl_Position.xyz;
- // Don't generate heightmaps when too far from the eye
- float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);
- if (dist > 150.0) {
- area_enable_parallax = 0.0;
- }
-
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- vec3 normal, tangent, binormal;
- normal = normalize(gl_NormalMatrix * gl_Normal);
- tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
- binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
-
- vec3 v;
-
- lightVec = sunPosition - worldPosition;
- v.x = dot(lightVec, tangent);
- v.y = dot(lightVec, binormal);
- v.z = dot(lightVec, normal);
- tsLightVec = normalize (v);
-
- eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
- v.x = dot(eyeVec, tangent);
- v.y = dot(eyeVec, binormal);
- v.z = dot(eyeVec, normal);
- tsEyeVec = normalize (v);
+ eyeVec = -(mWorldView * inVertexPosition).xyz;
// Calculate color.
// Red, green and blue components are pre-multiplied with
@@ -182,16 +148,16 @@ float disp_z;
// The pre-baked colors are halved to prevent overflow.
vec4 color;
// The alpha gives the ratio of sunlight in the incoming light.
- float nightRatio = 1 - gl_Color.a;
- color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
- nightRatio * artificialLight.rgb) * 2;
- color.a = 1;
+ float nightRatio = 1.0 - inVertexColor.a;
+ color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
+ nightRatio * artificialLight.rgb) * 2.0;
+ color.a = 1.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp final_color_blend()
- float brightness = (color.r + color.g + color.b) / 3;
+ float brightness = (color.r + color.g + color.b) / 3.0;
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
0.07 * brightness);
- gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
+ varColor = clamp(color, 0.0, 1.0);
}