1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
|
uniform mat4 mWorld;
uniform vec3 dayLight;
uniform vec3 eyePosition;
uniform float animationTimer;
uniform vec4 emissiveColor;
uniform vec3 cameraOffset;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
#ifdef GL_ES
varying mediump vec2 varTexCoord;
#else
centroid varying vec2 varTexCoord;
#endif
#ifdef ENABLE_DYNAMIC_SHADOWS
// shadow uniforms
uniform vec3 v_LightDirection;
uniform float f_textureresolution;
uniform mat4 m_ShadowViewProj;
uniform float f_shadowfar;
uniform float f_shadow_strength;
uniform float f_timeofday;
uniform vec4 CameraPos;
varying float cosLight;
varying float adj_shadow_strength;
varying float f_normal_length;
varying vec3 shadow_position;
#endif
varying vec3 eyeVec;
varying float nightRatio;
// Color of the light emitted by the light sources.
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform float zPerspectiveBias;
#ifdef ENABLE_DYNAMIC_SHADOWS
vec4 getRelativePosition(in vec4 position)
{
vec2 l = position.xy - CameraPos.xy;
vec2 s = l / abs(l);
s = (1.0 - s * CameraPos.xy);
l /= s;
return vec4(l, s);
}
float getPerspectiveFactor(in vec4 relativePosition)
{
float pDistance = length(relativePosition.xy);
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
return pFactor;
}
vec4 applyPerspectiveDistortion(in vec4 position)
{
vec4 l = getRelativePosition(position);
float pFactor = getPerspectiveFactor(l);
l.xy /= pFactor;
position.xy = l.xy * l.zw + CameraPos.xy;
position.z *= zPerspectiveBias;
return position;
}
// custom smoothstep implementation because it's not defined in glsl1.2
// https://docs.gl/sl4/smoothstep
float mtsmoothstep(in float edge0, in float edge1, in float x)
{
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
#endif
float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;
if (normal.y < 0.0)
return dot(v, vec3(0.670820, 0.447213, 0.836660));
return dot(v, vec3(0.670820, 1.000000, 0.836660));
}
void main(void)
{
varTexCoord = (mTexture * inTexCoord0).st;
gl_Position = mWorldViewProj * inVertexPosition;
vPosition = gl_Position.xyz;
vNormal = (mWorld * vec4(inVertexNormal, 0.0)).xyz;
worldPosition = (mWorld * inVertexPosition).xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
vIDiff = length(inVertexNormal) == 0.0
? 1.0
: directional_ambient(normalize(inVertexNormal));
#endif
#ifdef GL_ES
vec4 color = inVertexColor.bgra;
#else
vec4 color = inVertexColor;
#endif
color *= emissiveColor;
// The alpha gives the ratio of sunlight in the incoming light.
nightRatio = 1.0 - color.a;
color.rgb = color.rgb * (color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp final_color_blend()
float brightness = (color.r + color.g + color.b) / 3.0;
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
0.07 * brightness);
varColor = clamp(color, 0.0, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
if (f_shadow_strength > 0.0) {
vec3 nNormal = normalize(vNormal);
f_normal_length = length(vNormal);
/* normalOffsetScale is in world coordinates (1/10th of a meter)
z_bias is in light space coordinates */
float normalOffsetScale, z_bias;
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
if (f_normal_length > 0.0) {
nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection);
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
xyPerspectiveBias1 / f_textureresolution;
z_bias = 1e3 * sinLight / cosLight * (0.5 + f_textureresolution / 1024.0);
}
else {
nNormal = vec3(0.0);
cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
normalOffsetScale = 0.0;
z_bias = 3.6e3 * sinLight / cosLight;
}
z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
if (f_timeofday < 0.2) {
adj_shadow_strength = f_shadow_strength * 0.5 *
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
} else if (f_timeofday >= 0.8) {
adj_shadow_strength = f_shadow_strength * 0.5 *
mtsmoothstep(0.8, 0.83, f_timeofday);
} else {
adj_shadow_strength = f_shadow_strength *
mtsmoothstep(0.20, 0.25, f_timeofday) *
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
}
}
#endif
}
|