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path: root/client/shaders/test_shader_1/opengl_vertex.glsl
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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;

	// 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;
}
NTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /* Used for tuning constants when developing. Eg. if you have this constant somewhere that you just can't get right by changing it and recompiling all over again: v3f wield_position = v3f(55, -35, 65); Make it look like this: v3f wield_position = v3f(55, -35, 65); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100); Then you can modify the values at runtime, using the keys keymap_quicktune_prev keymap_quicktune_next keymap_quicktune_dec keymap_quicktune_inc Once you have modified the values at runtime and then quit, the game will print out all the modified values at the end: Modified quicktune values: wield_position.X = 60 wield_position.Y = -30 wield_position.Z = 65 The QUICKTUNE macros shouldn't generally be left in committed code. */ #ifndef QUICKTUNE_HEADER #define QUICKTUNE_HEADER #include <string> #include <map> #include <vector> enum QuicktuneValueType{ QVT_NONE, QVT_FLOAT }; struct QuicktuneValue { QuicktuneValueType type; union{ struct{ float current; float min; float max; } value_QVT_FLOAT; }; bool modified; QuicktuneValue(): type(QVT_NONE), modified(false) {} std::string getString(); void relativeAdd(float amount); }; std::vector<std::string> getQuicktuneNames(); QuicktuneValue getQuicktuneValue(const std::string &name); void setQuicktuneValue(const std::string &name, const QuicktuneValue &val); void updateQuicktuneValue(const std::string &name, QuicktuneValue &val); #ifndef NDEBUG #define QUICKTUNE(type_, var, min_, max_, name){\ QuicktuneValue qv;\ qv.type = type_;\ qv.value_##type_.current = var;\ qv.value_##type_.min = min_;\ qv.value_##type_.max = max_;\ updateQuicktuneValue(name, qv);\ var = qv.value_##type_.current;\ } #else // NDEBUG #define QUICKTUNE(type, var, min_, max_, name){} #endif #define QUICKTUNE_AUTONAME(type_, var, min_, max_)\ QUICKTUNE(type_, var, min_, max_, #var) #endif