From 770305e28dc0ed9aea0eefe041477a46d64eee58 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Tue, 23 Apr 2013 18:39:10 -0400 Subject: Add option to use texture alpha channel --- client/shaders/test_shader_3/base.txt | 1 + client/shaders/test_shader_3/opengl_fragment.glsl | 23 ++++++++++ client/shaders/test_shader_3/opengl_vertex.glsl | 51 +++++++++++++++++++++++ 3 files changed, 75 insertions(+) create mode 100644 client/shaders/test_shader_3/base.txt create mode 100644 client/shaders/test_shader_3/opengl_fragment.glsl create mode 100644 client/shaders/test_shader_3/opengl_vertex.glsl (limited to 'client') diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt new file mode 100644 index 000000000..1c2647118 --- /dev/null +++ b/client/shaders/test_shader_3/base.txt @@ -0,0 +1 @@ +trans_alphach diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl new file mode 100644 index 000000000..78abadcaf --- /dev/null +++ b/client/shaders/test_shader_3/opengl_fragment.glsl @@ -0,0 +1,23 @@ + +uniform sampler2D myTexture; +uniform float fogDistance; + +varying vec3 vPosition; + +void main (void) +{ + vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); + 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 + float a = col.a; + 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 new file mode 100644 index 000000000..2881bad21 --- /dev/null +++ b/client/shaders/test_shader_3/opengl_vertex.glsl @@ -0,0 +1,51 @@ + +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