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-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl110
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl34
2 files changed, 37 insertions, 107 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 0534dc049..9a81d8185 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -1,6 +1,4 @@
uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D textureFlags;
uniform vec4 emissiveColor;
uniform vec4 skyBgColor;
@@ -10,22 +8,22 @@ uniform vec3 eyePosition;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
+varying lowp vec4 varColor;
+#ifdef GL_ES
+varying mediump vec2 varTexCoord;
+#else
+centroid varying vec2 varTexCoord;
+#endif
varying vec3 eyeVec;
-varying vec3 lightVec;
varying float vIDiff;
-bool normalTexturePresent = false;
-bool texTileableHorizontal = false;
-bool texTileableVertical = false;
-bool texSeamless = false;
-
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = FOG_START;
-const float fogShadingParameter = 1 / ( 1 - fogStart);
+const float fogShadingParameter = 1.0 / (1.0 - fogStart);
-#ifdef ENABLE_TONE_MAPPING
+#if ENABLE_TONE_MAPPING
/* Hable's UC2 Tone mapping parameters
A = 0.22;
@@ -49,7 +47,7 @@ vec4 applyToneMapping(vec4 color)
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
+ // Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
@@ -57,99 +55,31 @@ vec4 applyToneMapping(vec4 color)
}
#endif
-void get_texture_flags()
-{
- vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
- if (flags.r > 0.5) {
- normalTexturePresent = true;
- }
- if (flags.g > 0.5) {
- texTileableHorizontal = true;
- }
- if (flags.b > 0.5) {
- texTileableVertical = true;
- }
- if (texTileableHorizontal && texTileableVertical) {
- texSeamless = true;
- }
-}
-
-float intensity(vec3 color)
-{
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height(vec2 uv)
-{
- if (texSeamless) {
- return intensity(texture2D(baseTexture, uv).rgb);
- } else {
- return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
- }
-}
-
-vec4 get_normal_map(vec2 uv)
-{
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
- return bump;
-}
-
void main(void)
{
vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
- get_texture_flags();
-
-#if USE_NORMALMAPS == 1
- if (normalTexturePresent) {
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#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));
- float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
- float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
- float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
- 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);
- use_normalmap = true;
- }
-#endif
+ vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba;
-#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);
- color = (diffuse + 0.1 * specular) * base.rgb;
- } else {
- color = base.rgb;
+#ifdef USE_DISCARD
+ // If alpha is zero, we can just discard the pixel. This fixes transparency
+ // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
+ // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
+ if (base.a == 0.0) {
+ discard;
}
-#else
- color = base.rgb;
#endif
+ color = base.rgb;
+
vec4 col = vec4(color.rgb, base.a);
- col.rgb *= gl_Color.rgb;
+ col.rgb *= varColor.rgb;
col.rgb *= emissiveColor.rgb * vIDiff;
-#ifdef ENABLE_TONE_MAPPING
+#if ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index 968a07e22..b4a4d0aaa 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -1,4 +1,3 @@
-uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
uniform vec3 eyePosition;
@@ -7,9 +6,14 @@ uniform float animationTimer;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
+varying lowp vec4 varColor;
+#ifdef GL_ES
+varying mediump vec2 varTexCoord;
+#else
+centroid varying vec2 varTexCoord;
+#endif
varying vec3 eyeVec;
-varying vec3 lightVec;
varying float vIDiff;
const float e = 2.718281828459;
@@ -19,35 +23,31 @@ float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;
- if (normal.y < 0)
- return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
+ if (normal.y < 0.0)
+ return dot(v, vec3(0.670820, 0.447213, 0.836660));
- return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
+ return dot(v, vec3(0.670820, 1.000000, 0.836660));
}
void main(void)
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
+ varTexCoord = (mTexture * inTexCoord0).st;
+ gl_Position = mWorldViewProj * inVertexPosition;
vPosition = gl_Position.xyz;
- vNormal = gl_Normal;
- worldPosition = (mWorld * gl_Vertex).xyz;
-
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- lightVec = sunPosition - worldPosition;
- eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
+ vNormal = inVertexNormal;
+ worldPosition = (mWorld * inVertexPosition).xyz;
+ eyeVec = -(mWorldView * inVertexPosition).xyz;
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
- vIDiff = length(gl_Normal) == 0.0
+ vIDiff = length(inVertexNormal) == 0.0
? 1.0
- : directional_ambient(normalize(gl_Normal));
+ : directional_ambient(normalize(inVertexNormal));
#endif
- gl_FrontColor = gl_BackColor = gl_Color;
+ varColor = inVertexColor;
}