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/alpha_shader/base.txt | 1 + client/shaders/alpha_shader/opengl_fragment.glsl | 67 +++++++++++++++ client/shaders/alpha_shader/opengl_vertex.glsl | 99 ++++++++++++++++++++++ client/shaders/bumpmaps_liquids/base.txt | 1 - .../shaders/bumpmaps_liquids/opengl_fragment.glsl | 46 ---------- client/shaders/bumpmaps_liquids/opengl_vertex.glsl | 98 --------------------- client/shaders/bumpmaps_solids/base.txt | 1 - .../shaders/bumpmaps_solids/opengl_fragment.glsl | 45 ---------- client/shaders/bumpmaps_solids/opengl_vertex.glsl | 98 --------------------- client/shaders/leaves_shader/base.txt | 1 + client/shaders/leaves_shader/opengl_fragment.glsl | 54 ++++++++++++ client/shaders/leaves_shader/opengl_vertex.glsl | 87 +++++++++++++++++++ client/shaders/liquids_shader/base.txt | 1 + client/shaders/liquids_shader/opengl_fragment.glsl | 53 ++++++++++++ client/shaders/liquids_shader/opengl_vertex.glsl | 69 +++++++++++++++ client/shaders/plants_shader/base.txt | 1 + client/shaders/plants_shader/opengl_fragment.glsl | 53 ++++++++++++ client/shaders/plants_shader/opengl_vertex.glsl | 87 +++++++++++++++++++ client/shaders/solids_shader/base.txt | 1 + client/shaders/solids_shader/opengl_fragment.glsl | 87 +++++++++++++++++++ client/shaders/solids_shader/opengl_vertex.glsl | 99 ++++++++++++++++++++++ client/shaders/test_shader_1/base.txt | 1 - client/shaders/test_shader_1/opengl_fragment.glsl | 25 ------ client/shaders/test_shader_1/opengl_vertex.glsl | 58 ------------- client/shaders/test_shader_2/base.txt | 1 - client/shaders/test_shader_2/opengl_fragment.glsl | 23 ----- client/shaders/test_shader_2/opengl_vertex.glsl | 51 ----------- client/shaders/test_shader_3/base.txt | 1 - client/shaders/test_shader_3/opengl_fragment.glsl | 25 ------ client/shaders/test_shader_3/opengl_vertex.glsl | 51 ----------- 30 files changed, 760 insertions(+), 525 deletions(-) create mode 100644 client/shaders/alpha_shader/base.txt create mode 100644 client/shaders/alpha_shader/opengl_fragment.glsl create mode 100644 client/shaders/alpha_shader/opengl_vertex.glsl delete mode 100644 client/shaders/bumpmaps_liquids/base.txt delete mode 100644 client/shaders/bumpmaps_liquids/opengl_fragment.glsl delete mode 100644 client/shaders/bumpmaps_liquids/opengl_vertex.glsl delete mode 100644 client/shaders/bumpmaps_solids/base.txt delete mode 100644 client/shaders/bumpmaps_solids/opengl_fragment.glsl delete mode 100644 client/shaders/bumpmaps_solids/opengl_vertex.glsl create mode 100644 client/shaders/leaves_shader/base.txt create mode 100644 client/shaders/leaves_shader/opengl_fragment.glsl create mode 100644 client/shaders/leaves_shader/opengl_vertex.glsl 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 create mode 100644 client/shaders/plants_shader/base.txt create mode 100644 client/shaders/plants_shader/opengl_fragment.glsl create mode 100644 client/shaders/plants_shader/opengl_vertex.glsl create mode 100644 client/shaders/solids_shader/base.txt create mode 100644 client/shaders/solids_shader/opengl_fragment.glsl create mode 100644 client/shaders/solids_shader/opengl_vertex.glsl delete mode 100644 client/shaders/test_shader_1/base.txt delete mode 100644 client/shaders/test_shader_1/opengl_fragment.glsl delete mode 100644 client/shaders/test_shader_1/opengl_vertex.glsl delete mode 100644 client/shaders/test_shader_2/base.txt delete mode 100644 client/shaders/test_shader_2/opengl_fragment.glsl delete mode 100644 client/shaders/test_shader_2/opengl_vertex.glsl delete mode 100644 client/shaders/test_shader_3/base.txt delete mode 100644 client/shaders/test_shader_3/opengl_fragment.glsl delete mode 100644 client/shaders/test_shader_3/opengl_vertex.glsl (limited to 'client') diff --git a/client/shaders/alpha_shader/base.txt b/client/shaders/alpha_shader/base.txt new file mode 100644 index 000000000..1c2647118 --- /dev/null +++ b/client/shaders/alpha_shader/base.txt @@ -0,0 +1 @@ +trans_alphach diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl new file mode 100644 index 000000000..e72c1b9a6 --- /dev/null +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -0,0 +1,67 @@ +#version 120 + +uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +uniform float enableBumpmapping; +uniform float enableParallaxOcclusion; +uniform float parallaxOcclusionScale; +uniform float parallaxOcclusionBias; + + +uniform vec4 skyBgColor; +uniform float fogDistance; + +varying vec3 vPosition; +varying vec3 tsEyeVec; +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; + float height; + vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); + + if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) { + float map_height = texture2D(normalTexture, uv).a; + if (map_height < 1.0){ + float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; + uv = uv + height * tsEye; + } + } + + 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(lVec, 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 = texture2D(baseTexture, uv).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)); + col = mix(col, skyBgColor, d); + } + gl_FragColor = vec4(col.r, col.g, col.b, alpha); +} diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c26fdd3d5 --- /dev/null +++ b/client/shaders/alpha_shader/opengl_vertex.glsl @@ -0,0 +1,99 @@ +#version 120 + +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform float dayNightRatio; + +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 eyeVec; +varying vec3 tsEyeVec; + +void main(void) +{ + gl_Position = mWorldViewProj * gl_Vertex; + vPosition = (mWorldViewProj * gl_Vertex).xyz; + + 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); + + eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + tsEyeVec = normalize(eyeVec * tbnMatrix); + + 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); + + // Make sides and bottom darker than the top + color = color * color; // SRGB -> Linear + if(gl_Normal.y <= 0.5) + color *= 0.6; + //color *= 0.7; + color = sqrt(color); // Linear -> SRGB + + color.a = gl_Color.a; + + gl_FrontColor = gl_BackColor = color; + + gl_TexCoord[0] = gl_MultiTexCoord0; + +} diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/bumpmaps_liquids/base.txt deleted file mode 100644 index 1c2647118..000000000 --- a/client/shaders/bumpmaps_liquids/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl deleted file mode 100644 index bf6bbf043..000000000 --- a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl +++ /dev/null @@ -1,46 +0,0 @@ - -uniform sampler2D myTexture; -uniform sampler2D normalTexture; - -uniform vec4 skyBgColor; -uniform float fogDistance; - -varying vec3 vPosition; - -varying vec3 viewVec; - -void main (void) -{ - vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); - float alpha = col.a; - vec2 uv = gl_TexCoord[0].st; - vec4 base = texture2D(myTexture, uv); - vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base; - vec3 vVec = normalize(viewVec); - vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); - vec3 R = reflect(-vVec, bump); - vec3 lVec = normalize(vec3(0.0, -0.4, 0.5)); - float diffuse = max(dot(lVec, bump), 0.0); - - vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb; - - - float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - color += vec3(0.2*specular*diffuse); - - - 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) / exp(1.0); - col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); - col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); - 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/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl deleted file mode 100644 index 99c208bdd..000000000 --- a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ - -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform float dayNightRatio; - -varying vec3 vPosition; -varying vec3 viewVec; - -void main(void) -{ - gl_Position = mWorldViewProj * gl_Vertex; - - vPosition = (mWorldViewProj * gl_Vertex).xyz; - - vec3 tangent; - vec3 binormal; - - vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) ); - vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) ); - - if( length(c1)>length(c2) ) - { - tangent = c1; - } - else - { - tangent = c2; - } - - tangent = normalize(tangent); - -//binormal = cross(gl_Normal, tangent); -//binormal = normalize(binormal); - - 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 * 1.5; // 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 = rg; - color.g = rg; - color.b = b; - - // Make sides and bottom darker than the top - color = color * color; // SRGB -> Linear - if(gl_Normal.y <= 0.5) - color *= 0.6; - //color *= 0.7; - color = sqrt(color); // Linear -> SRGB - - color.a = gl_Color.a; - - gl_FrontColor = gl_BackColor = color; - - gl_TexCoord[0] = gl_MultiTexCoord0; - - vec3 n1 = normalize(gl_NormalMatrix * gl_Normal); - vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0); - //vec3 t1 = normalize(gl_NormalMatrix * tangent1); - //vec3 b1 = cross(n1, t1); - - vec3 v; - vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex); - vec3 vVec = -vVertex; - //v.x = dot(vVec, t1); - //v.y = dot(vVec, b1); - //v.z = dot(vVec, n1); - //viewVec = vVec; - viewVec = normalize(vec3(0.0, -0.4, 0.5)); - //Vector representing the 0th texture coordinate passed to fragment shader -//gl_TexCoord[0] = vec2(gl_MultiTexCoord0); - -// Transform the current vertex -//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -} diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/bumpmaps_solids/base.txt deleted file mode 100644 index 080df30dd..000000000 --- a/client/shaders/bumpmaps_solids/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach_ref diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl deleted file mode 100644 index c72e8cbce..000000000 --- a/client/shaders/bumpmaps_solids/opengl_fragment.glsl +++ /dev/null @@ -1,45 +0,0 @@ - -uniform sampler2D myTexture; -uniform sampler2D normalTexture; - -uniform vec4 skyBgColor; -uniform float fogDistance; - -varying vec3 vPosition; - -varying vec3 viewVec; - -void main (void) -{ - vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); - float alpha = col.a; - vec2 uv = gl_TexCoord[0].st; - vec4 base = texture2D(myTexture, uv); - vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base; - vec3 vVec = normalize(viewVec); - vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); - vec3 R = reflect(-vVec, bump); - vec3 lVec = normalize(vec3(0.0, -0.4, 0.5)); - float diffuse = max(dot(lVec, bump), 0.0); - - vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb; - - - float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - color += vec3(0.2*specular*diffuse); - - - 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) / exp(1.0); - col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); - col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); - col = sqrt(col); // Linear -> SRGB - if(fogDistance != 0.0){ - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.r, col.g, col.b, alpha); -} diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl deleted file mode 100644 index 99c208bdd..000000000 --- a/client/shaders/bumpmaps_solids/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ - -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform float dayNightRatio; - -varying vec3 vPosition; -varying vec3 viewVec; - -void main(void) -{ - gl_Position = mWorldViewProj * gl_Vertex; - - vPosition = (mWorldViewProj * gl_Vertex).xyz; - - vec3 tangent; - vec3 binormal; - - vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) ); - vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) ); - - if( length(c1)>length(c2) ) - { - tangent = c1; - } - else - { - tangent = c2; - } - - tangent = normalize(tangent); - -//binormal = cross(gl_Normal, tangent); -//binormal = normalize(binormal); - - 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 * 1.5; // 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 = rg; - color.g = rg; - color.b = b; - - // Make sides and bottom darker than the top - color = color * color; // SRGB -> Linear - if(gl_Normal.y <= 0.5) - color *= 0.6; - //color *= 0.7; - color = sqrt(color); // Linear -> SRGB - - color.a = gl_Color.a; - - gl_FrontColor = gl_BackColor = color; - - gl_TexCoord[0] = gl_MultiTexCoord0; - - vec3 n1 = normalize(gl_NormalMatrix * gl_Normal); - vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0); - //vec3 t1 = normalize(gl_NormalMatrix * tangent1); - //vec3 b1 = cross(n1, t1); - - vec3 v; - vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex); - vec3 vVec = -vVertex; - //v.x = dot(vVec, t1); - //v.y = dot(vVec, b1); - //v.z = dot(vVec, n1); - //viewVec = vVec; - viewVec = normalize(vec3(0.0, -0.4, 0.5)); - //Vector representing the 0th texture coordinate passed to fragment shader -//gl_TexCoord[0] = vec2(gl_MultiTexCoord0); - -// Transform the current vertex -//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -} diff --git a/client/shaders/leaves_shader/base.txt b/client/shaders/leaves_shader/base.txt new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/leaves_shader/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl new file mode 100644 index 000000000..127b32d51 --- /dev/null +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -0,0 +1,54 @@ +#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; +varying vec4 vColor; + +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(lVec, 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 = texture2D(baseTexture, uv).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)); + col = mix(col, skyBgColor, d); + } + gl_FragColor = vec4(col.r, col.g, col.b, alpha); +} diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl new file mode 100644 index 000000000..8dfb0669e --- /dev/null +++ b/client/shaders/leaves_shader/opengl_vertex.glsl @@ -0,0 +1,87 @@ +#version 120 + +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform float dayNightRatio; +uniform float animationTimer; + +uniform float enableWavingLeaves; +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 eyeVec; + +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 smoothTriangleWave( float x ) { + return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +} + +void main(void) +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + if (enableWavingLeaves == 1.0){ + vec4 pos = gl_Vertex; + vec4 pos2 = mTransWorld*gl_Vertex; + pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; + pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; + pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; + gl_Position = mWorldViewProj * pos; + } + else + gl_Position = mWorldViewProj * gl_Vertex; + + vPosition = (mWorldViewProj * gl_Vertex).xyz; + + eyeVec = (gl_ModelViewMatrix * 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); + + // Make sides and bottom darker than the top + color = color * color; // SRGB -> Linear + if(gl_Normal.y <= 0.5) + color *= 0.6; + //color *= 0.7; + color = sqrt(color); // Linear -> SRGB + + color.a = gl_Color.a; + + gl_FrontColor = gl_BackColor = color; + + gl_TexCoord[0] = gl_MultiTexCoord0; + +} 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; + +} diff --git a/client/shaders/plants_shader/base.txt b/client/shaders/plants_shader/base.txt new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/plants_shader/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl new file mode 100644 index 000000000..de6ad4c05 --- /dev/null +++ b/client/shaders/plants_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(lVec, 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 = texture2D(baseTexture, uv).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)); + col = mix(col, skyBgColor, d); + } + gl_FragColor = vec4(col.r, col.g, col.b, alpha); +} diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c1bdd62a9 --- /dev/null +++ b/client/shaders/plants_shader/opengl_vertex.glsl @@ -0,0 +1,87 @@ +#version 120 + +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform float dayNightRatio; +uniform float animationTimer; + +uniform float enableWavingPlants; + +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 eyeVec; + +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 smoothTriangleWave( float x ) { + return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +} + +void main(void) +{ + + gl_TexCoord[0] = gl_MultiTexCoord0; + if (enableWavingPlants == 1.0){ + vec4 pos = gl_Vertex; + vec4 pos2 = mTransWorld * gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { + pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; + pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; + } + gl_Position = mWorldViewProj * pos; + } + else + gl_Position = mWorldViewProj * gl_Vertex; + + vPosition = (mWorldViewProj * gl_Vertex).xyz; + eyeVec = (gl_ModelViewMatrix * 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); + + // Make sides and bottom darker than the top + color = color * color; // SRGB -> Linear + if(gl_Normal.y <= 0.5) + color *= 0.6; + //color *= 0.7; + color = sqrt(color); // Linear -> SRGB + + color.a = gl_Color.a; + + gl_FrontColor = gl_BackColor = color; + +} diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/solids_shader/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl new file mode 100644 index 000000000..80efc86a7 --- /dev/null +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -0,0 +1,87 @@ +#version 120 + +uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D useNormalmap; + +uniform float enableBumpmapping; +uniform float enableParallaxOcclusion; +uniform float parallaxOcclusionScale; +uniform float parallaxOcclusionBias; + + +uniform vec4 skyBgColor; +uniform float fogDistance; +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 tsEyeVec; +varying vec3 eyeVec; +varying vec4 vColor; + +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; + float height; + vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); + + if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) { + float map_height = texture2D(normalTexture, uv).a; + if (map_height < 1.0){ + float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; + uv = uv + height * tsEye; + } + } +/* Steep parallax code, for future use + if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) { + const float numSteps = 40.0; + float height = 1.0; + float step = 1.0 / numSteps; + vec4 NB = texture2D(normalTexture, uv); + vec2 delta = tsEye * parallaxMappingScale / numSteps; + for (float i = 0.0; i < numSteps; i++) { + if (NB.a < height) { + height -= step; + uv += delta; + NB = texture2D(normalTexture, uv); + } else { + break; + } + } + } +*/ + + 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(lVec, 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 = texture2D(baseTexture, uv).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)); + col = mix(col, skyBgColor, d); + } + gl_FragColor = vec4(col.r, col.g, col.b, alpha); +} diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl new file mode 100644 index 000000000..c26fdd3d5 --- /dev/null +++ b/client/shaders/solids_shader/opengl_vertex.glsl @@ -0,0 +1,99 @@ +#version 120 + +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform float dayNightRatio; + +uniform vec3 eyePosition; + +varying vec3 vPosition; +varying vec3 eyeVec; +varying vec3 tsEyeVec; + +void main(void) +{ + gl_Position = mWorldViewProj * gl_Vertex; + vPosition = (mWorldViewProj * gl_Vertex).xyz; + + 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); + + eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + tsEyeVec = normalize(eyeVec * tbnMatrix); + + 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); + + // Make sides and bottom darker than the top + color = color * color; // SRGB -> Linear + if(gl_Normal.y <= 0.5) + color *= 0.6; + //color *= 0.7; + color = sqrt(color); // Linear -> SRGB + + color.a = gl_Color.a; + + gl_FrontColor = gl_BackColor = color; + + gl_TexCoord[0] = gl_MultiTexCoord0; + +} diff --git a/client/shaders/test_shader_1/base.txt b/client/shaders/test_shader_1/base.txt deleted file mode 100644 index 080df30dd..000000000 --- a/client/shaders/test_shader_1/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach_ref diff --git a/client/shaders/test_shader_1/opengl_fragment.glsl b/client/shaders/test_shader_1/opengl_fragment.glsl deleted file mode 100644 index ebf943ced..000000000 --- a/client/shaders/test_shader_1/opengl_fragment.glsl +++ /dev/null @@ -1,25 +0,0 @@ - -uniform sampler2D myTexture; -uniform vec4 skyBgColor; -uniform float fogDistance; - -varying vec3 vPosition; - -void main (void) -{ - //vec4 col = vec4(1.0, 0.0, 0.0, 1.0); - vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); - float a = col.a; - col *= gl_Color; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / exp(1.0); - col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); - col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); - col = sqrt(col); // Linear -> SRGB - if(fogDistance != 0.0){ - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.r, col.g, col.b, a); -} diff --git a/client/shaders/test_shader_1/opengl_vertex.glsl b/client/shaders/test_shader_1/opengl_vertex.glsl deleted file mode 100644 index 3cf1f122b..000000000 --- a/client/shaders/test_shader_1/opengl_vertex.glsl +++ /dev/null @@ -1,58 +0,0 @@ - -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform float dayNightRatio; - -varying vec3 vPosition; - -void main(void) -{ - gl_Position = mWorldViewProj * gl_Vertex; - - 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 * 1.0; // 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 = rg; - color.g = rg; - color.b = b; - - // Make sides and bottom darker than the top - color = color * color; // SRGB -> Linear - if(gl_Normal.y <= 0.5) - color *= 0.6; - //color *= 0.7; - color = sqrt(color); // Linear -> SRGB - - color.a = gl_Color.a; - - gl_FrontColor = gl_BackColor = color; - - gl_TexCoord[0] = gl_MultiTexCoord0; -} diff --git a/client/shaders/test_shader_2/base.txt b/client/shaders/test_shader_2/base.txt deleted file mode 100644 index 1c2647118..000000000 --- a/client/shaders/test_shader_2/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach diff --git a/client/shaders/test_shader_2/opengl_fragment.glsl b/client/shaders/test_shader_2/opengl_fragment.glsl deleted file mode 100644 index 38bc94311..000000000 --- a/client/shaders/test_shader_2/opengl_fragment.glsl +++ /dev/null @@ -1,23 +0,0 @@ - -uniform sampler2D myTexture; -uniform float fogDistance; - -varying vec3 vPosition; - -void main (void) -{ - vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); - col *= gl_Color; - float a = gl_Color.a; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / exp(1.0); - col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); - col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); - col = sqrt(col); // Linear -> SRGB - if(fogDistance != 0.0){ - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - a = mix(a, 0.0, d); - } - gl_FragColor = vec4(col.r, col.g, col.b, a); -} diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl deleted file mode 100644 index 2881bad21..000000000 --- a/client/shaders/test_shader_2/opengl_vertex.glsl +++ /dev/null @@ -1,51 +0,0 @@ - -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform float dayNightRatio; - -varying vec3 vPosition; - -void main(void) -{ - gl_Position = mWorldViewProj * gl_Vertex; - - 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 * 1.0; // 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 = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; - - gl_FrontColor = gl_BackColor = color; - - gl_TexCoord[0] = gl_MultiTexCoord0; -} diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt deleted file mode 100644 index 1c2647118..000000000 --- a/client/shaders/test_shader_3/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl deleted file mode 100644 index 535774c11..000000000 --- a/client/shaders/test_shader_3/opengl_fragment.glsl +++ /dev/null @@ -1,25 +0,0 @@ - -uniform sampler2D myTexture; -uniform float fogDistance; - -varying vec3 vPosition; - -void main (void) -{ - vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); - col *= gl_Color; - float a = col.a; - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / exp(1.0); - col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); - col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); - col = sqrt(col); // Linear -> SRGB - - if(fogDistance != 0.0){ - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - a = mix(a, 0.0, d); - } - - gl_FragColor = vec4(col.r, col.g, col.b, a); -} diff --git a/client/shaders/test_shader_3/opengl_vertex.glsl b/client/shaders/test_shader_3/opengl_vertex.glsl deleted file mode 100644 index 2881bad21..000000000 --- a/client/shaders/test_shader_3/opengl_vertex.glsl +++ /dev/null @@ -1,51 +0,0 @@ - -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform float dayNightRatio; - -varying vec3 vPosition; - -void main(void) -{ - gl_Position = mWorldViewProj * gl_Vertex; - - 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 * 1.0; // 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 = rg; - color.g = rg; - color.b = b; - - color.a = gl_Color.a; - - gl_FrontColor = gl_BackColor = color; - - gl_TexCoord[0] = gl_MultiTexCoord0; -} -- cgit v1.2.3