From cdbe3c5e5784b34e548c58b08579ff55b3096fb9 Mon Sep 17 00:00:00 2001 From: Danila Shutov Date: Sun, 19 Apr 2020 19:47:13 +0300 Subject: Reuse object_shader for "wielditem" and "item" entity drawtypes (#9537) --- client/shaders/wielded_shader/opengl_fragment.glsl | 127 --------------------- client/shaders/wielded_shader/opengl_vertex.glsl | 32 ------ 2 files changed, 159 deletions(-) delete mode 100644 client/shaders/wielded_shader/opengl_fragment.glsl delete mode 100644 client/shaders/wielded_shader/opengl_vertex.glsl (limited to 'client') diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl deleted file mode 100644 index 546aef71d..000000000 --- a/client/shaders/wielded_shader/opengl_fragment.glsl +++ /dev/null @@ -1,127 +0,0 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D textureFlags; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; - -bool normalTexturePresent = false; -bool texTileableHorizontal = false; -bool texTileableVertical = false; -bool texSeamless = false; - -const float e = 2.718281828459; -const float BS = 10.0; -const float fogStart = FOG_START; -const float fogShadingParameter = 1 / ( 1 - fogStart); - -void get_texture_flags() -{ - vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); - if (flags.r > 0.5) { - normalTexturePresent = true; - } - if (flags.g > 0.5) { - texTileableHorizontal = true; - } - if (flags.b > 0.5) { - texTileableVertical = true; - } - if (texTileableHorizontal && texTileableVertical) { - texSeamless = true; - } -} - -float intensity(vec3 color) -{ - return (color.r + color.g + color.b) / 3.0; -} - -float get_rgb_height(vec2 uv) -{ - if (texSeamless) { - return intensity(texture2D(baseTexture, uv).rgb); - } else { - return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb); - } -} - -vec4 get_normal_map(vec2 uv) -{ - vec4 bump = texture2D(normalTexture, uv).rgba; - bump.xyz = normalize(bump.xyz * 2.0 - 1.0); - return bump; -} - -void main(void) -{ - vec3 color; - vec4 bump; - vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - get_texture_flags(); - -#if USE_NORMALMAPS == 1 - if (normalTexturePresent) { - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#if GENERATE_NORMALMAPS == 1 - if (normalTexturePresent == false) { - float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP)); - float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y)); - float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP)); - float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP)); - float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y)); - float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); - float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); - bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0); - use_normalmap = true; - } -#endif - - vec4 base = texture2D(baseTexture, uv).rgba; - -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap) { - vec3 L = normalize(lightVec); - vec3 E = normalize(eyeVec); - float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0); - float diffuse = dot(-E,bump.xyz); - color = (diffuse + 0.1 * specular) * base.rgb; - } else { - color = base.rgb; - } -#else - color = base.rgb; -#endif - - vec4 col = vec4(color.rgb, base.a); - col *= gl_Color; - // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), - // the fog will only be rendered correctly if the last operation before the - // clamp() is an addition. Else, the clamp() seems to be ignored. - // E.g. the following won't work: - // float clarity = clamp(fogShadingParameter - // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); - // As additions usually come for free following a multiplication, the new formula - // should be more efficient as well. - // Note: clarity = (1 - fogginess) - float clarity = clamp(fogShadingParameter - - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); - col = mix(skyBgColor, col, clarity); - - gl_FragColor = vec4(col.rgb, base.a); -} diff --git a/client/shaders/wielded_shader/opengl_vertex.glsl b/client/shaders/wielded_shader/opengl_vertex.glsl deleted file mode 100644 index 9f05b833a..000000000 --- a/client/shaders/wielded_shader/opengl_vertex.glsl +++ /dev/null @@ -1,32 +0,0 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mWorld; - -uniform vec3 eyePosition; -uniform float animationTimer; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; -varying vec3 tsEyeVec; -varying vec3 tsLightVec; - -const float e = 2.718281828459; -const float BS = 10.0; - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - gl_Position = mWorldViewProj * gl_Vertex; - - vPosition = gl_Position.xyz; - worldPosition = (mWorld * gl_Vertex).xyz; - - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); - - lightVec = sunPosition - worldPosition; - eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; - - gl_FrontColor = gl_BackColor = gl_Color; -} -- cgit v1.2.3