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Add texture bumpmapping feature.
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11 changed files with 602 additions and 2 deletions
1
client/shaders/bumpmaps_liquids/base.txt
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1
client/shaders/bumpmaps_liquids/base.txt
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trans_alphach
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47
client/shaders/bumpmaps_liquids/opengl_fragment.glsl
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client/shaders/bumpmaps_liquids/opengl_fragment.glsl
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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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vec4 vSpecular = 0.2*specular * diffuse;
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color += vSpecular;
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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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98
client/shaders/bumpmaps_liquids/opengl_vertex.glsl
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client/shaders/bumpmaps_liquids/opengl_vertex.glsl
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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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