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-rw-r--r--client/shaders/nodes_shader/opengl_fragment.glsl6
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl7
-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl4
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl2
4 files changed, 11 insertions, 8 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl
index 82c87073a..b0f6d45d0 100644
--- a/client/shaders/nodes_shader/opengl_fragment.glsl
+++ b/client/shaders/nodes_shader/opengl_fragment.glsl
@@ -16,7 +16,7 @@ varying vec3 vPosition;
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
-varying mediump vec2 varTexCoord;
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
const float fogStart = FOG_START;
@@ -46,7 +46,7 @@ vec4 applyToneMapping(vec4 color)
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
+ // Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
@@ -72,7 +72,7 @@ void main(void)
color = base.rgb;
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
-
+
#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index cb344f6e6..5742ec1d3 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -16,7 +16,10 @@ varying vec3 vPosition;
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
-varying mediump vec2 varTexCoord;
+// The centroid keyword ensures that after interpolation the texture coordinates
+// lie within the same bounds when MSAA is en- and disabled.
+// This fixes the stripes problem with nearest-neighbour textures and MSAA.
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
// Color of the light emitted by the light sources.
@@ -142,7 +145,7 @@ void main(void)
vec4 color;
// The alpha gives the ratio of sunlight in the incoming light.
float nightRatio = 1.0 - inVertexColor.a;
- color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
+ color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 7ac182a63..bf18c1499 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -9,7 +9,7 @@ varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
-varying mediump vec2 varTexCoord;
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@@ -43,7 +43,7 @@ vec4 applyToneMapping(vec4 color)
const float gamma = 1.6;
const float exposureBias = 5.5;
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
- // Precalculated white_scale from
+ // Precalculated white_scale from
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
vec3 whiteScale = vec3(1.036015346);
color.rgb *= whiteScale;
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index e44984dc8..f31b842ee 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -7,7 +7,7 @@ varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
-varying mediump vec2 varTexCoord;
+centroid varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;