diff options
Diffstat (limited to 'client/shaders/water_surface_shader')
-rw-r--r-- | client/shaders/water_surface_shader/opengl_fragment.glsl | 24 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_vertex.glsl | 17 |
2 files changed, 21 insertions, 20 deletions
diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 6dc96eb48..386f77486 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -14,7 +14,7 @@ varying vec3 tsEyeVec; varying vec3 lightVec; varying vec3 tsLightVec; -bool normalTexturePresent = false; +bool normalTexturePresent = false; const float e = 2.718281828459; const float BS = 10.0; @@ -40,15 +40,15 @@ void main (void) 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){ + if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0) { normalTexturePresent = true; } #endif #ifdef ENABLE_PARALLAX_OCCLUSION - if (normalTexturePresent){ + 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); @@ -56,14 +56,13 @@ void main (void) #endif #ifdef USE_NORMALMAPS - if (normalTexturePresent){ + if (normalTexturePresent) { bump = get_normal_map(uv); use_normalmap = true; } #endif - -#ifdef GENERATE_NORMALMAPS - if (use_normalmap == false){ + + if (GENERATE_NORMALMAPS == 1 && 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)); @@ -77,16 +76,15 @@ 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 - if (use_normalmap){ + 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); + float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5); + float diffuse = dot(E,bump.xyz); /* Mathematic optimization * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index 6e70bbc36..53678800d 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -18,20 +18,23 @@ varying vec3 tsLightVec; const float e = 2.718281828459;
const float BS = 10.0;
-float smoothCurve( float x ) {
- return x * x *( 3.0 - 2.0 * x );
+float smoothCurve(float x)
+{
+ return x * x * (3.0 - 2.0 * x);
}
-float triangleWave( float x ) {
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
+float triangleWave(float x)
+{
+ return abs(fract( x + 0.5 ) * 2.0 - 1.0);
}
-float smoothTriangleWave( float x ) {
- return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
+float smoothTriangleWave(float x)
+{
+ return smoothCurve(triangleWave( x )) * 2.0 - 1.0;
}
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
-
+
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex;
pos.y -= 2.0;
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