diff options
Diffstat (limited to 'client/shaders/nodes_shader')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 33 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 43 |
2 files changed, 35 insertions, 41 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 71ded2b9d..7c5b9b613 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -37,7 +37,7 @@ const float fogShadingParameter = 1 / ( 1 - fogStart); vec3 uncharted2Tonemap(vec3 x) { - return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334; + return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333; } vec4 applyToneMapping(vec4 color) @@ -163,7 +163,8 @@ void main(void) } #endif - if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) { +#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)); @@ -177,7 +178,7 @@ void main(void) bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); use_normalmap = true; } - +#endif vec4 base = texture2D(baseTexture, uv).rgba; #ifdef ENABLE_BUMPMAPPING @@ -200,20 +201,18 @@ void main(void) col = applyToneMapping(col); #endif - if (fogDistance != 0.0) { - // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), - // the fog will only be rendered correctly if the last operation before the - // clamp() is an addition. Else, the clamp() seems to be ignored. - // E.g. the following won't work: - // float clarity = clamp(fogShadingParameter - // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); - // As additions usually come for free following a multiplication, the new formula - // should be more efficient as well. - // Note: clarity = (1 - fogginess) - float clarity = clamp(fogShadingParameter - - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); - col = mix(skyBgColor, col, clarity); - } + // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), + // the fog will only be rendered correctly if the last operation before the + // clamp() is an addition. Else, the clamp() seems to be ignored. + // E.g. the following won't work: + // float clarity = clamp(fogShadingParameter + // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); + // As additions usually come for free following a multiplication, the new formula + // should be more efficient as well. + // Note: clarity = (1 - fogginess) + float clarity = clamp(fogShadingParameter + - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); + col = mix(skyBgColor, col, clarity); col = vec4(col.rgb, base.a); gl_FragColor = col; diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 44c48cc4c..3ac79c26d 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -1,7 +1,8 @@ uniform mat4 mWorldViewProj; uniform mat4 mWorld; -uniform float dayNightRatio; +// Color of the light emitted by the sun. +uniform vec3 dayLight; uniform vec3 eyePosition; uniform float animationTimer; @@ -14,6 +15,8 @@ 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); const float e = 2.718281828459; const float BS = 10.0; @@ -119,31 +122,23 @@ float disp_z; v.z = dot(eyeVec, normal); tsEyeVec = normalize (v); + // Calculate color. + // Red, green and blue components are pre-multiplied with + // the brightness, so now we have to multiply these + // colors with the color of the incoming light. + // The pre-baked colors are halved to prevent overflow. vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // Make light sources brighter - float b = rg; - - // Moonlight is blue - b += (day - night) / 13.0; - rg -= (day - night) / 23.0; - + // 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; + // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - b += max(0.0, (1.0 - abs(b - 0.13) / 0.17) * 0.025); - - // Artificial light is yellow-ish - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - rg += max(0.0, (1.0 - abs(rg - 0.85) / 0.15) * 0.065); - - color.r = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; + float brightness = (color.r + color.g + color.b) / 3; + 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); } |