diff options
Diffstat (limited to 'client')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 134 | ||||
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 79 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_fragment.glsl | 24 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_vertex.glsl | 17 |
4 files changed, 156 insertions, 98 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 6dc96eb48..066e49658 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -8,6 +8,7 @@ uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 worldPosition; +varying float generate_heightmaps; varying vec3 eyeVec; varying vec3 tsEyeVec; @@ -19,80 +20,135 @@ bool normalTexturePresent = false; const float e = 2.718281828459; const float BS = 10.0; -float intensity (vec3 color){ +float intensity (vec3 color) +{ return (color.r + color.g + color.b) / 3.0; } -float get_rgb_height (vec2 uv){ +float get_rgb_height (vec2 uv) +{ return intensity(texture2D(baseTexture,uv).rgb); } -vec4 get_normal_map(vec2 uv){ +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; + bump.xyz = normalize(bump.xyz * 2.0 - 1.0); return bump; } +float find_intersection(vec2 dp, vec2 ds) +{ + const int linear_steps = 10; + const int binary_steps = 5; + const float depth_step = 1.0 / linear_steps; + float size = depth_step; + float depth = 1.0; + float best_depth = 1.0; + for (int i = 0 ; i < linear_steps - 1 ; ++i) { + vec4 t = texture2D(normalTexture, dp + ds * depth); + if (best_depth > 0.05) + if (depth >= t.a) + best_depth = depth; + depth -= size; + } + depth = best_depth - size; + for (int i = 0 ; i < binary_steps ; ++i) { + size *= 0.5; + vec4 t = texture2D(normalTexture, dp + ds * depth); + if (depth >= t.a) { + best_depth = depth; + depth -= 2 * size; + } + depth += size; + } + return best_depth; +} + +float find_intersectionRGB(vec2 dp, vec2 ds) { + const float iterations = 24; + const float depth_step = 1.0 / iterations; + float depth = 1.0; + for (int i = 0 ; i < iterations ; i++) { + float h = get_rgb_height(dp + ds * depth); + if (h >= depth) + break; + depth -= depth_step; + } + return depth; +} + 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){ + 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); + vec3 eyeRay = normalize(tsEyeVec); +#if PARALLAX_OCCLUSION_MODE == 0 + // Parallax occlusion with slope information + if (normalTexturePresent) { + const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS; + const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS; + for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) { + vec4 normal = texture2D(normalTexture, uv.xy); + float h = normal.a * scale - bias; + uv += h * normal.z * eyeRay.xy; + } +#endif +#if PARALLAX_OCCLUSION_MODE == 1 + // Relief mapping + if (normalTexturePresent) { + vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; + float dist = find_intersection(uv, ds); + uv += dist * ds; +#endif + } else if (generate_heightmaps > 0.0) { + vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; + float dist = find_intersectionRGB(uv, ds); + uv += dist * ds; } #endif #ifdef USE_NORMALMAPS - if (normalTexturePresent){ + 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)); + + 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)); + 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); + bump = vec4(normalize(vec3 (-dX, -dY, NORMALMAPS_STRENGTH)), 1.0); use_normalmap = true; } -#endif -vec4 base = texture2D(baseTexture, uv).rgba; - + 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); - /* 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 - * end: 2 multiplications + 3 additions) - */ - color = (0.05 + diffuse + 0.2 * specular) * base.rgb; + vec3 E = normalize(-eyeVec); + float specular = pow(clamp(dot(reflect(L, bump.xyz), -E), 0.0, 1.0), 1.0); + float diffuse = dot(E,bump.xyz); + color = (diffuse + 0.1 * specular) * base.rgb; } else { color = base.rgb; } @@ -104,7 +160,7 @@ vec4 base = texture2D(baseTexture, uv).rgba; float alpha = gl_Color.a; vec4 col = vec4(color.rgb, alpha); col *= gl_Color; - if(fogDistance != 0.0){ + 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); } @@ -112,7 +168,7 @@ vec4 base = texture2D(baseTexture, uv).rgba; #else vec4 col = vec4(color.rgb, base.a); col *= gl_Color; - if(fogDistance != 0.0){ + if (fogDistance != 0.0) { float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 07684f616..e5644b8b2 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -14,25 +14,36 @@ varying vec3 eyeVec; varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
+varying float generate_heightmaps;
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
+ gl_TexCoord[0].y += 0.008;
+
+#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
+ generate_heightmaps = 1.0;
+#else
+ generate_heightmaps = 0.0;
+#endif
+
+#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
vec4 pos = gl_Vertex;
pos.y -= 2.0;
@@ -76,43 +87,33 @@ void main(void) vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
+
+ // Don't generate heightmaps when too far from the eye
+ float dist = distance (worldPosition, eyePosition);
+ if (dist > 100.00) {
+ generate_heightmaps = 0.0;
+ }
+
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);
+ tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
+ binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
+
+ vec3 v;
lightVec = sunPosition - worldPosition;
- tsLightVec = lightVec * tbnMatrix;
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
- tsEyeVec = eyeVec * tbnMatrix;
+ v.x = dot(lightVec, tangent);
+ v.y = dot(lightVec, binormal);
+ v.z = dot(lightVec, normal);
+ tsLightVec = v;
+
+ eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
+ v.x = dot(eyeVec, tangent);
+ v.y = dot(eyeVec, binormal);
+ v.z = dot(eyeVec, normal);
+ tsEyeVec = v;
vec4 color;
float day = gl_Color.r;
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;
|