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Add texture bumpmapping feature.

This commit is contained in:
RealBadAngel 2013-07-04 02:36:32 +02:00
parent b850f0f038
commit 3f6f327cb9
11 changed files with 602 additions and 2 deletions

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trans_alphach

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uniform sampler2D myTexture;
uniform sampler2D normalTexture;
uniform vec4 skyBgColor;
uniform float fogDistance;
varying vec3 vPosition;
varying vec3 viewVec;
void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
float alpha = col.a;
vec2 uv = gl_TexCoord[0].st;
vec4 base = texture2D(myTexture, uv);
vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
vec3 vVec = normalize(viewVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
vec3 R = reflect(-vVec, bump);
vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
float diffuse = max(dot(lVec, bump), 0.0);
vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
vec4 vSpecular = 0.2*specular * diffuse;
color += vSpecular;
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) / 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));
alpha = mix(alpha, 0.0, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}

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uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
varying vec3 vPosition;
varying vec3 viewVec;
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
vec3 tangent;
vec3 binormal;
vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
if( length(c1)>length(c2) )
{
tangent = c1;
}
else
{
tangent = c2;
}
tangent = normalize(tangent);
//binormal = cross(gl_Normal, tangent);
//binormal = normalize(binormal);
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 * 1.5; // 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 = 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;
vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
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;
}