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path: root/client/shaders/nodes_shader/opengl_vertex.glsl
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Diffstat (limited to 'client/shaders/nodes_shader/opengl_vertex.glsl')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl45
1 files changed, 2 insertions, 43 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 0d8d0a2a5..56bff09a8 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -18,10 +18,6 @@ varying vec3 vPosition;
varying vec3 worldPosition;
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);
@@ -86,21 +82,9 @@ 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
-
-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;
@@ -148,32 +132,7 @@ float disp_z;
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);
// Calculate color.
// Red, green and blue components are pre-multiplied with