mirror of
https://github.com/luanti-org/luanti.git
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Shaders rework.
This commit is contained in:
parent
60113bde74
commit
2330267d22
37 changed files with 918 additions and 543 deletions
67
client/shaders/alpha_shader/opengl_fragment.glsl
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67
client/shaders/alpha_shader/opengl_fragment.glsl
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#version 120
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform float enableBumpmapping;
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uniform float enableParallaxOcclusion;
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uniform float parallaxOcclusionScale;
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uniform float parallaxOcclusionBias;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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varying vec3 tsEyeVec;
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varying vec3 eyeVec;
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const float e = 2.718281828459;
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void main (void)
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{
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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float height;
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
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float map_height = texture2D(normalTexture, uv).a;
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if (map_height < 1.0){
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float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
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uv = uv + height * tsEye;
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}
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}
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vVec);
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float diffuse = max(dot(lVec, bump), 0.0);
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
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} else {
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color = texture2D(baseTexture, uv).rgb;
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}
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float alpha = texture2D(baseTexture, uv).a;
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / e;
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col.g = 1.0 - exp(1.0 - col.g) / e;
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col.b = 1.0 - exp(1.0 - col.b) / e;
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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99
client/shaders/alpha_shader/opengl_vertex.glsl
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99
client/shaders/alpha_shader/opengl_vertex.glsl
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#version 120
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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varying vec3 tsEyeVec;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec3 normal,tangent,binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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if (gl_Normal.x > 0.5) {
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// 1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.x < -0.5) {
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// -1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.y > 0.5) {
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// 0.0, 1.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.y < -0.5) {
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// 0.0, -1.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.z > 0.5) {
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// 0.0, 0.0, 1.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.z < -0.5) {
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// 0.0, 0.0, -1.0
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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tsEyeVec = normalize(eyeVec * tbnMatrix);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 2.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = clamp(rg,0.0,1.0);
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color.g = clamp(rg,0.0,1.0);
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color.b = clamp(b,0.0,1.0);
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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uniform sampler2D myTexture;
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uniform sampler2D normalTexture;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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float alpha = col.a;
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vec2 uv = gl_TexCoord[0].st;
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vec4 base = texture2D(myTexture, uv);
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vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
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vec3 vVec = normalize(viewVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
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float diffuse = max(dot(lVec, bump), 0.0);
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vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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color += vec3(0.2*specular*diffuse);
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col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec3 tangent;
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vec3 binormal;
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vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
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vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
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if( length(c1)>length(c2) )
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{
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tangent = c1;
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}
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else
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{
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tangent = c2;
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}
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tangent = normalize(tangent);
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//binormal = cross(gl_Normal, tangent);
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//binormal = normalize(binormal);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 1.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
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vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
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//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
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//vec3 b1 = cross(n1, t1);
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vec3 v;
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vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 vVec = -vVertex;
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//v.x = dot(vVec, t1);
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//v.y = dot(vVec, b1);
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//v.z = dot(vVec, n1);
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//viewVec = vVec;
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viewVec = normalize(vec3(0.0, -0.4, 0.5));
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//Vector representing the 0th texture coordinate passed to fragment shader
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//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
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// Transform the current vertex
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//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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uniform sampler2D myTexture;
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uniform sampler2D normalTexture;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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float alpha = col.a;
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vec2 uv = gl_TexCoord[0].st;
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vec4 base = texture2D(myTexture, uv);
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vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
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vec3 vVec = normalize(viewVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
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float diffuse = max(dot(lVec, bump), 0.0);
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vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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color += vec3(0.2*specular*diffuse);
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col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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@ -1,98 +0,0 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec3 tangent;
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vec3 binormal;
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vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
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vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
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if( length(c1)>length(c2) )
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{
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tangent = c1;
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}
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else
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{
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tangent = c2;
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}
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tangent = normalize(tangent);
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//binormal = cross(gl_Normal, tangent);
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//binormal = normalize(binormal);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 1.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
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vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
|
||||
//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
|
||||
//vec3 b1 = cross(n1, t1);
|
||||
|
||||
vec3 v;
|
||||
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
|
||||
vec3 vVec = -vVertex;
|
||||
//v.x = dot(vVec, t1);
|
||||
//v.y = dot(vVec, b1);
|
||||
//v.z = dot(vVec, n1);
|
||||
//viewVec = vVec;
|
||||
viewVec = normalize(vec3(0.0, -0.4, 0.5));
|
||||
//Vector representing the 0th texture coordinate passed to fragment shader
|
||||
//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
|
||||
|
||||
// Transform the current vertex
|
||||
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
54
client/shaders/leaves_shader/opengl_fragment.glsl
Normal file
54
client/shaders/leaves_shader/opengl_fragment.glsl
Normal file
|
@ -0,0 +1,54 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D baseTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
uniform sampler2D useNormalmap;
|
||||
|
||||
uniform float enableBumpmapping;
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
varying vec4 vColor;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
||||
float enable_bumpmapping = enableBumpmapping;
|
||||
|
||||
vec3 color;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
|
||||
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
|
||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
||||
vec3 vVec = normalize(eyeVec);
|
||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
||||
vec3 R = reflect(-vVec, bump);
|
||||
vec3 lVec = normalize(vVec);
|
||||
float diffuse = max(dot(lVec, bump), 0.0);
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
||||
} else {
|
||||
color = texture2D(baseTexture, uv).rgb;
|
||||
}
|
||||
|
||||
float alpha = texture2D(baseTexture, uv).a;
|
||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / e;
|
||||
col.g = 1.0 - exp(1.0 - col.g) / e;
|
||||
col.b = 1.0 - exp(1.0 - col.b) / e;
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
87
client/shaders/leaves_shader/opengl_vertex.glsl
Normal file
87
client/shaders/leaves_shader/opengl_vertex.glsl
Normal file
|
@ -0,0 +1,87 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
uniform float animationTimer;
|
||||
|
||||
uniform float enableWavingLeaves;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
float smoothCurve( float x ) {
|
||||
return x * x *( 3.0 - 2.0 * x );
|
||||
}
|
||||
float triangleWave( float x ) {
|
||||
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
|
||||
}
|
||||
float smoothTriangleWave( float x ) {
|
||||
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
if (enableWavingLeaves == 1.0){
|
||||
vec4 pos = gl_Vertex;
|
||||
vec4 pos2 = mTransWorld*gl_Vertex;
|
||||
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
|
||||
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
|
||||
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
|
||||
gl_Position = mWorldViewProj * pos;
|
||||
}
|
||||
else
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
eyeVec = (gl_ModelViewMatrix * 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 * 2.5; // 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 = clamp(rg,0.0,1.0);
|
||||
color.g = clamp(rg,0.0,1.0);
|
||||
color.b = clamp(b,0.0,1.0);
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
53
client/shaders/liquids_shader/opengl_fragment.glsl
Normal file
53
client/shaders/liquids_shader/opengl_fragment.glsl
Normal file
|
@ -0,0 +1,53 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D baseTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
uniform sampler2D useNormalmap;
|
||||
|
||||
uniform float enableBumpmapping;
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
||||
float enable_bumpmapping = enableBumpmapping;
|
||||
|
||||
vec3 color;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
|
||||
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
|
||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
||||
vec3 vVec = normalize(eyeVec);
|
||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
||||
vec3 R = reflect(-vVec, bump);
|
||||
vec3 lVec = normalize(vVec);
|
||||
float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
||||
} else {
|
||||
color = texture2D(baseTexture, uv).rgb;
|
||||
}
|
||||
|
||||
float alpha = gl_Color.a;
|
||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / e;
|
||||
col.g = 1.0 - exp(1.0 - col.g) / e;
|
||||
col.b = 1.0 - exp(1.0 - col.b) / e;
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
alpha = mix(alpha, 0.0, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
|
@ -1,15 +1,33 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
uniform float animationTimer;
|
||||
|
||||
uniform float enableWavingWater;
|
||||
uniform float waterWaveLength;
|
||||
uniform float waterWaveHeight;
|
||||
uniform float waterWaveSpeed;
|
||||
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
if (enableWavingWater == 1.0){
|
||||
vec4 pos2 = gl_Vertex;
|
||||
pos2.y -= 2.0;
|
||||
pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
|
||||
+ sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
|
||||
gl_Position = mWorldViewProj * pos2;
|
||||
} else
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
vec4 color;
|
||||
|
@ -24,7 +42,7 @@ void main(void)
|
|||
color.b = color.r;*/
|
||||
|
||||
float rg = mix(night, day, dayNightRatio);
|
||||
rg += light_source * 1.0; // Make light sources brighter
|
||||
rg += light_source * 2.5; // Make light sources brighter
|
||||
float b = rg;
|
||||
|
||||
// Moonlight is blue
|
||||
|
@ -39,20 +57,13 @@ void main(void)
|
|||
// 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.r = clamp(rg,0.0,1.0);
|
||||
color.g = clamp(rg,0.0,1.0);
|
||||
color.b = clamp(b,0.0,1.0);
|
||||
color.a = gl_Color.a;
|
||||
|
||||
gl_FrontColor = gl_BackColor = color;
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
}
|
53
client/shaders/plants_shader/opengl_fragment.glsl
Normal file
53
client/shaders/plants_shader/opengl_fragment.glsl
Normal file
|
@ -0,0 +1,53 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D baseTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
uniform sampler2D useNormalmap;
|
||||
|
||||
uniform float enableBumpmapping;
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
||||
float enable_bumpmapping = enableBumpmapping;
|
||||
|
||||
vec3 color;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
|
||||
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
|
||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
||||
vec3 vVec = normalize(eyeVec);
|
||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
||||
vec3 R = reflect(-vVec, bump);
|
||||
vec3 lVec = normalize(vVec);
|
||||
float diffuse = max(dot(lVec, bump), 0.0);
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
||||
} else {
|
||||
color = texture2D(baseTexture, uv).rgb;
|
||||
}
|
||||
|
||||
float alpha = texture2D(baseTexture, uv).a;
|
||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / e;
|
||||
col.g = 1.0 - exp(1.0 - col.g) / e;
|
||||
col.b = 1.0 - exp(1.0 - col.b) / e;
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
87
client/shaders/plants_shader/opengl_vertex.glsl
Normal file
87
client/shaders/plants_shader/opengl_vertex.glsl
Normal file
|
@ -0,0 +1,87 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
uniform float animationTimer;
|
||||
|
||||
uniform float enableWavingPlants;
|
||||
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
float smoothCurve( float x ) {
|
||||
return x * x *( 3.0 - 2.0 * x );
|
||||
}
|
||||
float triangleWave( float x ) {
|
||||
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
|
||||
}
|
||||
float smoothTriangleWave( float x ) {
|
||||
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
if (enableWavingPlants == 1.0){
|
||||
vec4 pos = gl_Vertex;
|
||||
vec4 pos2 = mTransWorld * gl_Vertex;
|
||||
if (gl_TexCoord[0].y < 0.05) {
|
||||
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
||||
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
||||
}
|
||||
gl_Position = mWorldViewProj * pos;
|
||||
}
|
||||
else
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
eyeVec = (gl_ModelViewMatrix * 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 * 2.5; // 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 = clamp(rg,0.0,1.0);
|
||||
color.g = clamp(rg,0.0,1.0);
|
||||
color.b = clamp(b,0.0,1.0);
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
1
client/shaders/solids_shader/base.txt
Normal file
1
client/shaders/solids_shader/base.txt
Normal file
|
@ -0,0 +1 @@
|
|||
trans_alphach_ref
|
87
client/shaders/solids_shader/opengl_fragment.glsl
Normal file
87
client/shaders/solids_shader/opengl_fragment.glsl
Normal file
|
@ -0,0 +1,87 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D baseTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
uniform sampler2D useNormalmap;
|
||||
|
||||
uniform float enableBumpmapping;
|
||||
uniform float enableParallaxOcclusion;
|
||||
uniform float parallaxOcclusionScale;
|
||||
uniform float parallaxOcclusionBias;
|
||||
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 tsEyeVec;
|
||||
varying vec3 eyeVec;
|
||||
varying vec4 vColor;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
||||
float enable_bumpmapping = enableBumpmapping;
|
||||
|
||||
vec3 color;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
float height;
|
||||
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
|
||||
|
||||
if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
|
||||
float map_height = texture2D(normalTexture, uv).a;
|
||||
if (map_height < 1.0){
|
||||
float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
|
||||
uv = uv + height * tsEye;
|
||||
}
|
||||
}
|
||||
/* Steep parallax code, for future use
|
||||
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
|
||||
const float numSteps = 40.0;
|
||||
float height = 1.0;
|
||||
float step = 1.0 / numSteps;
|
||||
vec4 NB = texture2D(normalTexture, uv);
|
||||
vec2 delta = tsEye * parallaxMappingScale / numSteps;
|
||||
for (float i = 0.0; i < numSteps; i++) {
|
||||
if (NB.a < height) {
|
||||
height -= step;
|
||||
uv += delta;
|
||||
NB = texture2D(normalTexture, uv);
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
|
||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
||||
vec3 vVec = normalize(eyeVec);
|
||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
||||
vec3 R = reflect(-vVec, bump);
|
||||
vec3 lVec = normalize(vVec);
|
||||
float diffuse = max(dot(lVec, bump), 0.0);
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
||||
} else {
|
||||
color = texture2D(baseTexture, uv).rgb;
|
||||
}
|
||||
|
||||
float alpha = texture2D(baseTexture, uv).a;
|
||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / e;
|
||||
col.g = 1.0 - exp(1.0 - col.g) / e;
|
||||
col.b = 1.0 - exp(1.0 - col.b) / e;
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
99
client/shaders/solids_shader/opengl_vertex.glsl
Normal file
99
client/shaders/solids_shader/opengl_vertex.glsl
Normal file
|
@ -0,0 +1,99 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
varying vec3 tsEyeVec;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
vec3 normal,tangent,binormal;
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
if (gl_Normal.x > 0.5) {
|
||||
// 1.0, 0.0, 0.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||
} else if (gl_Normal.x < -0.5) {
|
||||
// -1.0, 0.0, 0.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||
} else if (gl_Normal.y > 0.5) {
|
||||
// 0.0, 1.0, 0.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||
} else if (gl_Normal.y < -0.5) {
|
||||
// 0.0, -1.0, 0.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||
} else if (gl_Normal.z > 0.5) {
|
||||
// 0.0, 0.0, 1.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||
} else if (gl_Normal.z < -0.5) {
|
||||
// 0.0, 0.0, -1.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||
}
|
||||
|
||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||
tangent.y, binormal.y, normal.y,
|
||||
tangent.z, binormal.z, normal.z);
|
||||
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
tsEyeVec = normalize(eyeVec * tbnMatrix);
|
||||
|
||||
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 * 2.5; // 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 = clamp(rg,0.0,1.0);
|
||||
color.g = clamp(rg,0.0,1.0);
|
||||
color.b = clamp(b,0.0,1.0);
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
|
||||
uniform sampler2D myTexture;
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
//vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
float a = col.a;
|
||||
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
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, a);
|
||||
}
|
|
@ -1,23 +0,0 @@
|
|||
|
||||
uniform sampler2D myTexture;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
col *= gl_Color;
|
||||
float a = gl_Color.a;
|
||||
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
|
||||
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);
|
||||
}
|
|
@ -1,51 +0,0 @@
|
|||
|
||||
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;
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
trans_alphach
|
|
@ -1,25 +0,0 @@
|
|||
|
||||
uniform sampler2D myTexture;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
col *= gl_Color;
|
||||
float a = col.a;
|
||||
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
|
||||
|
||||
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);
|
||||
}
|
|
@ -1,51 +0,0 @@
|
|||
|
||||
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;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue