From 2330267d2207208799ad347ea0d129c0b4551d61 Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Tue, 3 Dec 2013 17:21:40 +0100 Subject: Shaders rework. --- client/shaders/liquids_shader/base.txt | 1 + client/shaders/liquids_shader/opengl_fragment.glsl | 53 +++++++++++++++++ client/shaders/liquids_shader/opengl_vertex.glsl | 69 ++++++++++++++++++++++ 3 files changed, 123 insertions(+) create mode 100644 client/shaders/liquids_shader/base.txt create mode 100644 client/shaders/liquids_shader/opengl_fragment.glsl create mode 100644 client/shaders/liquids_shader/opengl_vertex.glsl (limited to 'client/shaders/liquids_shader') diff --git a/client/shaders/liquids_shader/base.txt b/client/shaders/liquids_shader/base.txt new file mode 100644 index 000000000..1c2647118 --- /dev/null +++ b/client/shaders/liquids_shader/base.txt @@ -0,0 +1 @@ +trans_alphach diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl new file mode 100644 index 000000000..a5ffd71bb --- /dev/null +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -0,0 +1,53 @@ +#version 120 + +uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +uniform float enableBumpmapping; + +uniform vec4 skyBgColor; +uniform float fogDistance; +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 eyeVec; + +const float e = 2.718281828459; + +void main (void) +{ + float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; + float enable_bumpmapping = enableBumpmapping; + + vec3 color; + vec2 uv = gl_TexCoord[0].st; + + if ((enable_bumpmapping == 1.0) && (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; + } + + 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); +} diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl new file mode 100644 index 000000000..8ceb9f2cb --- /dev/null +++ b/client/shaders/liquids_shader/opengl_vertex.glsl @@ -0,0 +1,69 @@ +#version 120 + +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform float dayNightRatio; +uniform float animationTimer; + +uniform float enableWavingWater; +uniform float waterWaveLength; +uniform float waterWaveHeight; +uniform float waterWaveSpeed; + +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 eyeVec; + +void main(void) +{ + if (enableWavingWater == 1.0){ + vec4 pos2 = gl_Vertex; + pos2.y -= 2.0; + pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight + + sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight; + gl_Position = mWorldViewProj * pos2; + } else + gl_Position = mWorldViewProj * gl_Vertex; + + eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + vPosition = (mWorldViewProj * gl_Vertex).xyz; + + 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; + + // 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); + color.a = gl_Color.a; + + gl_FrontColor = gl_BackColor = color; + + gl_TexCoord[0] = gl_MultiTexCoord0; + +} -- cgit v1.2.3