diff options
Diffstat (limited to 'client/shaders/nodes_shader/opengl_vertex.glsl')
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 45 |
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 |