From 6c98fd6658fcf7c0c676ee88f03e364c852e9f1b Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Wed, 14 May 2014 23:19:31 +0200 Subject: Unite nodes shaders. Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader. --- client/shaders/alpha_shader/opengl_vertex.glsl | 98 -------------------------- 1 file changed, 98 deletions(-) delete mode 100644 client/shaders/alpha_shader/opengl_vertex.glsl (limited to 'client/shaders/alpha_shader/opengl_vertex.glsl') diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl deleted file mode 100644 index 356ba2eb9..000000000 --- a/client/shaders/alpha_shader/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ -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; - -varying vec3 tsEyeVec; -varying vec3 tsLightVec; - -const float BS = 10.0; - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = mWorldViewProj * gl_Vertex; - vPosition = gl_Position.xyz; - 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; - tsEyeVec = eyeVec * tbnMatrix; - - vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // Make light sources brighter - float b = rg; - - // Moonlight is blue - b += (day - night) / 13.0; - rg -= (day - night) / 13.0; - - // Emphase blue a bit in darker places - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025); - - // Artificial light is yellow-ish - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); - - 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; -} -- cgit v1.2.3