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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl9
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl10
2 files changed, 18 insertions, 1 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 7c5b9b613..19e6c2d86 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -6,7 +6,16 @@ uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
+// The cameraOffset is the current center of the visible world.
+uniform vec3 cameraOffset;
+uniform float animationTimer;
+
varying vec3 vPosition;
+// World position in the visible world (i.e. relative to the cameraOffset.)
+// This can be used for many shader effects without loss of precision.
+// If the absolute position is required it can be calculated with
+// cameraOffset + worldPosition (for large coordinates the limits of float
+// precision must be considered).
varying vec3 worldPosition;
varying float area_enable_parallax;
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index 54b569c5e..bbf7b1d65 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -4,9 +4,17 @@ uniform mat4 mWorld;
// Color of the light emitted by the sun.
uniform vec3 dayLight;
uniform vec3 eyePosition;
+
+// The cameraOffset is the current center of the visible world.
+uniform vec3 cameraOffset;
uniform float animationTimer;
varying vec3 vPosition;
+// World position in the visible world (i.e. relative to the cameraOffset.)
+// This can be used for many shader effects without loss of precision.
+// If the absolute position is required it can be calculated with
+// cameraOffset + worldPosition (for large coordinates the limits of float
+// precision must be considered).
varying vec3 worldPosition;
varying vec3 eyeVec;
@@ -68,7 +76,7 @@ float disp_z;
#endif
-#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex;
pos.y -= 2.0;
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);