From 3f6f327cb97662eb95e20f62650abcfac6bce3ab Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Thu, 4 Jul 2013 02:36:32 +0200 Subject: Add texture bumpmapping feature. --- client/shaders/bumpmaps_liquids/base.txt | 1 + .../shaders/bumpmaps_liquids/opengl_fragment.glsl | 47 +++++++++++ client/shaders/bumpmaps_liquids/opengl_vertex.glsl | 98 ++++++++++++++++++++++ client/shaders/bumpmaps_solids/base.txt | 1 + .../shaders/bumpmaps_solids/opengl_fragment.glsl | 46 ++++++++++ client/shaders/bumpmaps_solids/opengl_vertex.glsl | 98 ++++++++++++++++++++++ 6 files changed, 291 insertions(+) create mode 100644 client/shaders/bumpmaps_liquids/base.txt create mode 100644 client/shaders/bumpmaps_liquids/opengl_fragment.glsl create mode 100644 client/shaders/bumpmaps_liquids/opengl_vertex.glsl create mode 100644 client/shaders/bumpmaps_solids/base.txt create mode 100644 client/shaders/bumpmaps_solids/opengl_fragment.glsl create mode 100644 client/shaders/bumpmaps_solids/opengl_vertex.glsl (limited to 'client') diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/bumpmaps_liquids/base.txt new file mode 100644 index 000000000..1c2647118 --- /dev/null +++ b/client/shaders/bumpmaps_liquids/base.txt @@ -0,0 +1 @@ +trans_alphach diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl new file mode 100644 index 000000000..ea618384f --- /dev/null +++ b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl @@ -0,0 +1,47 @@ + +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); + vec4 vSpecular = 0.2*specular * diffuse; + color += vSpecular; + + + 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 new file mode 100644 index 000000000..99c208bdd --- /dev/null +++ b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl @@ -0,0 +1,98 @@ + +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 new file mode 100644 index 000000000..080df30dd --- /dev/null +++ b/client/shaders/bumpmaps_solids/base.txt @@ -0,0 +1 @@ +trans_alphach_ref diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl new file mode 100644 index 000000000..6203592f7 --- /dev/null +++ b/client/shaders/bumpmaps_solids/opengl_fragment.glsl @@ -0,0 +1,46 @@ + +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); + vec4 vSpecular = 0.2*specular * diffuse; + color += vSpecular; + + + 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 new file mode 100644 index 000000000..99c208bdd --- /dev/null +++ b/client/shaders/bumpmaps_solids/opengl_vertex.glsl @@ -0,0 +1,98 @@ + +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; +} -- cgit v1.2.3