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Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)
Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
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parent
5e7662ca16
commit
42e1a12714
6 changed files with 36 additions and 13 deletions
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@ -527,15 +527,18 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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switch (material_type) {
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case TILE_MATERIAL_OPAQUE:
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case TILE_MATERIAL_LIQUID_OPAQUE:
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case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
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shaderinfo.base_material = video::EMT_SOLID;
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break;
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_WAVING_LEAVES:
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case TILE_MATERIAL_WAVING_PLANTS:
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case TILE_MATERIAL_WAVING_LIQUID_BASIC:
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shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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}
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@ -631,10 +634,13 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
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"TILE_MATERIAL_LIQUID_OPAQUE",
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"TILE_MATERIAL_WAVING_LEAVES",
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"TILE_MATERIAL_WAVING_PLANTS",
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"TILE_MATERIAL_OPAQUE"
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"TILE_MATERIAL_OPAQUE",
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"TILE_MATERIAL_WAVING_LIQUID_BASIC",
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"TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT",
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"TILE_MATERIAL_WAVING_LIQUID_OPAQUE",
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};
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for (int i = 0; i < 7; i++){
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for (int i = 0; i < 10; i++){
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shaders_header += "#define ";
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shaders_header += materialTypes[i];
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shaders_header += " ";
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