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https://github.com/luanti-org/luanti.git
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Shaders rework.
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parent
60113bde74
commit
2330267d22
37 changed files with 918 additions and 543 deletions
1
client/shaders/solids_shader/base.txt
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1
client/shaders/solids_shader/base.txt
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trans_alphach_ref
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87
client/shaders/solids_shader/opengl_fragment.glsl
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client/shaders/solids_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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uniform vec3 eyePosition;
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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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varying vec4 vColor;
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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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/* Steep parallax code, for future use
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if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
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const float numSteps = 40.0;
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float height = 1.0;
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float step = 1.0 / numSteps;
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vec4 NB = texture2D(normalTexture, uv);
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vec2 delta = tsEye * parallaxMappingScale / numSteps;
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for (float i = 0.0; i < numSteps; i++) {
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if (NB.a < height) {
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height -= step;
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uv += delta;
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NB = texture2D(normalTexture, uv);
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} else {
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break;
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}
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}
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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/solids_shader/opengl_vertex.glsl
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client/shaders/solids_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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