diff options
Diffstat (limited to 'client/shaders')
-rw-r--r-- | client/shaders/alpha_shader/opengl_fragment.glsl | 181 | ||||
-rw-r--r-- | client/shaders/alpha_shader/opengl_vertex.glsl | 38 | ||||
-rw-r--r-- | client/shaders/leaves_shader/opengl_fragment.glsl | 154 | ||||
-rw-r--r-- | client/shaders/leaves_shader/opengl_vertex.glsl | 21 | ||||
-rw-r--r-- | client/shaders/liquids_shader/opengl_fragment.glsl | 149 | ||||
-rw-r--r-- | client/shaders/liquids_shader/opengl_vertex.glsl | 67 | ||||
-rw-r--r-- | client/shaders/plants_shader/opengl_fragment.glsl | 148 | ||||
-rw-r--r-- | client/shaders/plants_shader/opengl_vertex.glsl | 21 | ||||
-rw-r--r-- | client/shaders/solids_shader/opengl_fragment.glsl | 200 | ||||
-rw-r--r-- | client/shaders/solids_shader/opengl_vertex.glsl | 38 |
10 files changed, 627 insertions, 390 deletions
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl index 6ed00be25..4359a8c8c 100644 --- a/client/shaders/alpha_shader/opengl_fragment.glsl +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -1,71 +1,110 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
-varying vec3 tsEyeVec;
-#endif
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
- float height;
- vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
-
- if (use_normalmap > 0.0) {
- float map_height = texture2D(normalTexture, uv).a;
- if (map_height < 1.0){
- float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
- uv = uv + height * tsEye;
- }
- }
-#endif
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap > 0.0) {
- vec3 base = texture2D(baseTexture, uv).rgb;
- vec3 vVec = normalize(eyeVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vVec);
- float diffuse = max(dot(lVec, bump), 0.0);
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
- } else {
- color = texture2D(baseTexture, uv).rgb;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- float alpha = texture2D(baseTexture, uv).a;
- vec4 col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- 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
- 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.r, col.g, col.b, alpha);
-}
+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/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl index e359955d0..356ba2eb9 100644 --- a/client/shaders/alpha_shader/opengl_vertex.glsl +++ b/client/shaders/alpha_shader/opengl_vertex.glsl @@ -1,27 +1,33 @@ 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;
-#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
-#endif
+varying vec3 tsLightVec;
+
+const float BS = 10.0;
void main(void)
{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-#ifdef ENABLE_PARALLAX_OCCLUSION
- vec3 normal,tangent,binormal;
+ 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));
@@ -47,25 +53,20 @@ void main(void) 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);
- tsEyeVec = normalize(eyeVec * tbnMatrix);
-#endif
+ lightVec = sunPosition - worldPosition;
+ tsLightVec = lightVec * tbnMatrix;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = eyeVec * tbnMatrix;
vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
@@ -90,13 +91,8 @@ void main(void) color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
- //color *= 0.7;
color = sqrt(color); // Linear -> SRGB
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
}
diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl index 31981f9b9..1db798070 100644 --- a/client/shaders/leaves_shader/opengl_fragment.glsl +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -1,54 +1,100 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap > 0.0) {
- vec3 base = texture2D(baseTexture, uv).rgb;
- vec3 vVec = normalize(eyeVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vVec);
- float diffuse = max(dot(lVec, bump), 0.0);
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
- } else {
- color = texture2D(baseTexture, uv).rgb;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- float alpha = texture2D(baseTexture, uv).a;
- vec4 col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- 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
- 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.r, col.g, col.b, alpha);
-}
+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 lightVec; + +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 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/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl index 3702b1b50..30ad00b82 100644 --- a/client/shaders/leaves_shader/opengl_vertex.glsl +++ b/client/shaders/leaves_shader/opengl_vertex.glsl @@ -1,13 +1,20 @@ uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform float animationTimer;
uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 worldPosition;
+
varying vec3 eyeVec;
+varying vec3 lightVec;
+
+const float BS = 10.0;
#ifdef ENABLE_WAVING_LEAVES
float smoothCurve( float x ) {
@@ -27,7 +34,7 @@ void main(void) #ifdef ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
- vec4 pos2 = mTransWorld*gl_Vertex;
+ vec4 pos2 = mWorld*gl_Vertex;
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
@@ -36,10 +43,13 @@ void main(void) gl_Position = mWorldViewProj * gl_Vertex;
#endif
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ 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;
-
+
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);
@@ -75,13 +85,8 @@ void main(void) color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
- //color *= 0.7;
color = sqrt(color); // Linear -> SRGB
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
}
diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl index cab8d8e01..e4082259a 100644 --- a/client/shaders/liquids_shader/opengl_fragment.glsl +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -1,54 +1,95 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap > 0.0) {
- vec3 base = texture2D(baseTexture, uv).rgb;
- vec3 vVec = normalize(eyeVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vVec);
- float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
- } else {
- color = texture2D(baseTexture, uv).rgb;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- float alpha = gl_Color.a;
- vec4 col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- 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
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- alpha = mix(alpha, 0.0, d);
- }
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
-}
+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; + +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){ + 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 + + float alpha = gl_Color.a; + vec4 col = vec4(color.rgb, alpha); + 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)); + alpha = mix(alpha, 0.0, d); + } + gl_FragColor = vec4(color.rgb, alpha); +} diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl index e8f185825..9d64ce4e3 100644 --- a/client/shaders/liquids_shader/opengl_vertex.glsl +++ b/client/shaders/liquids_shader/opengl_vertex.glsl @@ -1,40 +1,84 @@ uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform float animationTimer;
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;
+
#ifdef ENABLE_WAVING_WATER
vec4 pos2 = gl_Vertex;
pos2.y -= 2.0;
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos2;
+ vPosition = gl_Position.xyz;
#else
gl_Position = mWorldViewProj * gl_Vertex;
+ vPosition = gl_Position.xyz;
#endif
+ 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;
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ tsEyeVec = eyeVec * tbnMatrix;
vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
@@ -54,10 +98,13 @@ void main(void) 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;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
}
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl index 31981f9b9..817530a83 100644 --- a/client/shaders/plants_shader/opengl_fragment.glsl +++ b/client/shaders/plants_shader/opengl_fragment.glsl @@ -1,54 +1,94 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap > 0.0) {
- vec3 base = texture2D(baseTexture, uv).rgb;
- vec3 vVec = normalize(eyeVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vVec);
- float diffuse = max(dot(lVec, bump), 0.0);
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
- } else {
- color = texture2D(baseTexture, uv).rgb;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- float alpha = texture2D(baseTexture, uv).a;
- vec4 col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- 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
- 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.r, col.g, col.b, alpha);
-}
+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 lightVec; + +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){ + 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/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl index 7987fc16d..a95c20242 100644 --- a/client/shaders/plants_shader/opengl_vertex.glsl +++ b/client/shaders/plants_shader/opengl_vertex.glsl @@ -1,13 +1,20 @@ uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
uniform float dayNightRatio;
uniform float animationTimer;
uniform vec3 eyePosition;
varying vec3 vPosition;
+varying vec3 worldPosition;
+
varying vec3 eyeVec;
+varying vec3 lightVec;
+
+const float BS = 10.0;
#ifdef ENABLE_WAVING_PLANTS
float smoothCurve( float x ) {
@@ -23,12 +30,11 @@ float smoothTriangleWave( float x ) { void main(void)
{
-
gl_TexCoord[0] = gl_MultiTexCoord0;
#ifdef ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
- vec4 pos2 = mTransWorld * gl_Vertex;
+ vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) {
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
@@ -38,9 +44,13 @@ void main(void) gl_Position = mWorldViewProj * gl_Vertex;
#endif
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ 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;
+
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);
@@ -76,11 +86,8 @@ void main(void) color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
- //color *= 0.7;
color = sqrt(color); // Linear -> SRGB
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
-
}
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl index d81506a4f..6370bf505 100644 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -1,90 +1,110 @@ -uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 eyeVec;
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
-varying vec3 tsEyeVec;
-#endif
-
-const float e = 2.718281828459;
-
-void main (void)
-{
- vec3 color;
- vec2 uv = gl_TexCoord[0].st;
-
-#ifdef USE_NORMALMAPS
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
-#endif
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
- float height;
- vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
-
- if (use_normalmap > 0.0) {
- float map_height = texture2D(normalTexture, uv).a;
- if (map_height < 1.0){
- float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
- uv = uv + height * tsEye;
- }
- }
-#endif
-
-/* Steep parallax code, for future use
- if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
- const float numSteps = 40.0;
- float height = 1.0;
- float step = 1.0 / numSteps;
- vec4 NB = texture2D(normalTexture, uv);
- vec2 delta = tsEye * parallaxMappingScale / numSteps;
- for (float i = 0.0; i < numSteps; i++) {
- if (NB.a < height) {
- height -= step;
- uv += delta;
- NB = texture2D(normalTexture, uv);
- } else {
- break;
- }
- }
- }
-*/
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap > 0.0) {
- vec3 base = texture2D(baseTexture, uv).rgb;
- vec3 vVec = normalize(eyeVec);
- vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
- vec3 R = reflect(-vVec, bump);
- vec3 lVec = normalize(vVec);
- float diffuse = max(dot(lVec, bump), 0.0);
- float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
- color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
- } else {
- color = texture2D(baseTexture, uv).rgb;
- }
-#else
- color = texture2D(baseTexture, uv).rgb;
-#endif
-
- float alpha = texture2D(baseTexture, uv).a;
- vec4 col = vec4(color.r, color.g, color.b, alpha);
- col *= gl_Color;
- 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
- 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.r, col.g, col.b, alpha);
-}
+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 index e359955d0..356ba2eb9 100644 --- a/client/shaders/solids_shader/opengl_vertex.glsl +++ b/client/shaders/solids_shader/opengl_vertex.glsl @@ -1,27 +1,33 @@ 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;
-#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
-#endif
+varying vec3 tsLightVec;
+
+const float BS = 10.0;
void main(void)
{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
- vPosition = (mWorldViewProj * gl_Vertex).xyz;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
-#ifdef ENABLE_PARALLAX_OCCLUSION
- vec3 normal,tangent,binormal;
+ 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));
@@ -47,25 +53,20 @@ void main(void) 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);
- tsEyeVec = normalize(eyeVec * tbnMatrix);
-#endif
+ lightVec = sunPosition - worldPosition;
+ tsLightVec = lightVec * tbnMatrix;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = eyeVec * tbnMatrix;
vec4 color;
- //color = vec4(1.0, 1.0, 1.0, 1.0);
-
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
- /*color.r = mix(night, day, dayNightRatio);
- color.g = color.r;
- color.b = color.r;*/
-
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
@@ -90,13 +91,8 @@ void main(void) color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
- //color *= 0.7;
color = sqrt(color); // Linear -> SRGB
-
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
-
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
}
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