diff options
Diffstat (limited to 'client/shaders/solids_shader')
-rw-r--r-- | client/shaders/solids_shader/base.txt | 1 | ||||
-rw-r--r-- | client/shaders/solids_shader/opengl_fragment.glsl | 110 | ||||
-rw-r--r-- | client/shaders/solids_shader/opengl_vertex.glsl | 98 |
3 files changed, 0 insertions, 209 deletions
diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt deleted file mode 100644 index 080df30dd..000000000 --- a/client/shaders/solids_shader/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach_ref diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl deleted file mode 100644 index 6370bf505..000000000 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ /dev/null @@ -1,110 +0,0 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 tsEyeVec; -varying vec3 lightVec; -varying vec3 tsLightVec; - -bool normalTexturePresent = false; - -const float e = 2.718281828459; - -float intensity (vec3 color){ - return (color.r + color.g + color.b) / 3.0; -} - -float get_rgb_height (vec2 uv){ - return intensity(texture2D(baseTexture,uv).rgb); -} - -vec4 get_normal_map(vec2 uv){ - vec4 bump = texture2D(normalTexture, uv).rgba; - bump.xyz = normalize(bump.xyz * 2.0 -1.0); - bump.y = -bump.y; - return bump; -} - -void main (void) -{ - vec3 color; - vec4 bump; - vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - -#ifdef USE_NORMALMAPS - if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ - normalTexturePresent = true; - } -#endif - -#ifdef ENABLE_PARALLAX_OCCLUSION - if (normalTexturePresent){ - vec3 tsEye = normalize(tsEyeVec); - float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS; - uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y); - } -#endif - -#ifdef USE_NORMALMAPS - if (normalTexturePresent){ - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#ifdef GENERATE_NORMALMAPS - if (use_normalmap == 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 - -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),0.5); - float diffuse = dot(E,bump.xyz); - color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; - } else { - color = base.rgb; - } -#else - color = base.rgb; -#endif - - vec4 col = vec4(color.rgb, base.a); - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB - col *= gl_Color; - if(fogDistance != 0.0){ - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.rgb, base.a); -} diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl deleted file mode 100644 index 356ba2eb9..000000000 --- a/client/shaders/solids_shader/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ -uniform mat4 mWorldViewProj;
-uniform mat4 mInvWorld;
-uniform mat4 mTransWorld;
-uniform mat4 mWorld;
-
-uniform float dayNightRatio;
-
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-varying vec3 tsEyeVec;
-varying vec3 tsLightVec;
-
-const float BS = 10.0;
-
-void main(void)
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
- vPosition = gl_Position.xyz;
- worldPosition = (mWorld * gl_Vertex).xyz;
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-
- vec3 normal, tangent, binormal;
- normal = normalize(gl_NormalMatrix * gl_Normal);
- if (gl_Normal.x > 0.5) {
- // 1.0, 0.0, 0.0
- tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
- } else if (gl_Normal.x < -0.5) {
- // -1.0, 0.0, 0.0
- tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
- } else if (gl_Normal.y > 0.5) {
- // 0.0, 1.0, 0.0
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
- } else if (gl_Normal.y < -0.5) {
- // 0.0, -1.0, 0.0
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
- } else if (gl_Normal.z > 0.5) {
- // 0.0, 0.0, 1.0
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
- } else if (gl_Normal.z < -0.5) {
- // 0.0, 0.0, -1.0
- tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
- }
- mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
- tangent.y, binormal.y, normal.y,
- tangent.z, binormal.z, normal.z);
-
- lightVec = sunPosition - worldPosition;
- tsLightVec = lightVec * tbnMatrix;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
- tsEyeVec = eyeVec * tbnMatrix;
-
- 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) / 13.0;
-
- // 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 = clamp(rg,0.0,1.0);
- color.g = clamp(rg,0.0,1.0);
- color.b = clamp(b,0.0,1.0);
-
- // Make sides and bottom darker than the top
- color = color * color; // SRGB -> Linear
- if(gl_Normal.y <= 0.5)
- color *= 0.6;
- color = sqrt(color); // Linear -> SRGB
- color.a = gl_Color.a;
-
- gl_FrontColor = gl_BackColor = color;
-}
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