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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl57
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl2
2 files changed, 4 insertions, 55 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 02bf2c124..424d32177 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -16,9 +16,6 @@ varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
-bool texTileableHorizontal = false;
-bool texTileableVertical = false;
-bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
@@ -29,45 +26,6 @@ void get_texture_flags()
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;
- }
-}
-
-vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
-{
- if (texSeamless) {
- uv += dist * ds;
- } else if (texTileableVertical == false) {
- vec2 uv2 = uv + dist * ds;
- // limit vertical texure displacement
- if ((uv.y + uv2.y) < 0.0) {
- uv.y = 0.0;
- } else if ((uv.y + uv2.y) > 1.999) {
- uv.y = 0.999;
- } else {
- uv.y = uv2.y;
- }
- uv.x = uv2.x;
- } else {
- vec2 uv2 = uv + dist * ds;
- // limit horizontal texure displacement
- if ((uv.x + uv2.x) < 0.0) {
- uv.x = 0.0;
- } else if ((uv.x + uv2.x) > 1.999) {
- uv.x = 0.999;
- } else {
- uv.x = uv2.x;
- }
- uv.y = uv2.y;
- }
- return uv;
}
float intensity(vec3 color)
@@ -77,11 +35,7 @@ float intensity(vec3 color)
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);
- }
+ return intensity(texture2D(baseTexture, uv).rgb);
}
vec4 get_normal_map(vec2 uv)
@@ -144,18 +98,13 @@ void main(void)
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
- // offset the texture by maximum possible displacement,
- // this will help align seamless and non seamless textures
- uv -= ds;
float dist = find_intersection(uv, ds);
- uv = validate_displacement(uv, ds, dist);
-
+ uv += dist * ds;
#endif
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
- uv -= ds;
float dist = find_intersectionRGB(uv, ds);
- uv = validate_displacement(uv, ds, dist);
+ uv += dist * ds;
}
#endif
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index acdaa47d1..53d5c92d0 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -94,7 +94,7 @@ void main(void)
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
- if (dist > 300.0) {
+ if (dist > 150.0) {
area_enable_parallax = 0.0;
}