From cd1f604ffe6130fd7d3a8358a8cebd7f821f9a11 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 2 Dec 2012 14:24:58 +0200 Subject: Handle day-night transition in shader and make light sources brighter when shaders are used --- client/shaders/test_shader_1/opengl_vertex.glsl | 45 ++++++++++++++++++++----- client/shaders/test_shader_2/opengl_vertex.glsl | 37 ++++++++++++++++++-- 2 files changed, 72 insertions(+), 10 deletions(-) (limited to 'client') diff --git a/client/shaders/test_shader_1/opengl_vertex.glsl b/client/shaders/test_shader_1/opengl_vertex.glsl index 498085053..e24f58c09 100644 --- a/client/shaders/test_shader_1/opengl_vertex.glsl +++ b/client/shaders/test_shader_1/opengl_vertex.glsl @@ -2,6 +2,7 @@ uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; +uniform float dayNightRatio; varying vec3 vPosition; @@ -11,15 +12,43 @@ void main(void) vPosition = (mWorldViewProj * gl_Vertex).xyz; - if(gl_Normal.y > 0.5) - gl_FrontColor = gl_BackColor = gl_Color; - else - gl_FrontColor = gl_BackColor = gl_Color * 0.7; + vec4 color; + //color = vec4(1.0, 1.0, 1.0, 1.0); - /*if(gl_Normal.y > 0.5) - gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0); - else - gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0) * 0.7;*/ + 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; + + if(gl_Normal.y <= 0.5) + color *= 0.7; + + color.a = gl_Color.a; + + gl_FrontColor = gl_BackColor = color; gl_TexCoord[0] = gl_MultiTexCoord0; } diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl index 6286fc0d7..80fd6d427 100644 --- a/client/shaders/test_shader_2/opengl_vertex.glsl +++ b/client/shaders/test_shader_2/opengl_vertex.glsl @@ -2,6 +2,7 @@ uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; +uniform float dayNightRatio; varying vec3 vPosition; @@ -13,8 +14,40 @@ void main(void) vPosition = (mWorldViewProj * gl_Vertex).xyz; - gl_FrontColor = gl_BackColor = gl_Color; - //gl_FrontColor = gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0); + 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