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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
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42e1a12714
6 changed files with 36 additions and 13 deletions
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@ -144,7 +144,10 @@ enum MaterialType{
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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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// Material flags
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@ -208,16 +211,19 @@ struct TileLayer
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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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material.MaterialType = video::EMT_SOLID;
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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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material.MaterialTypeParam = 0.5;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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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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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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default:
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