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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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6 changed files with 36 additions and 13 deletions
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@ -798,6 +798,8 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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material_type = TILE_MATERIAL_WAVING_PLANTS;
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else if (waving == 2)
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material_type = TILE_MATERIAL_WAVING_LEAVES;
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else if (waving == 3)
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material_type = TILE_MATERIAL_WAVING_LIQUID_BASIC;
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break;
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case NDT_TORCHLIKE:
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case NDT_SIGNLIKE:
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@ -815,8 +817,14 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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correctAlpha(tdef, 6);
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correctAlpha(tdef_overlay, 6);
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correctAlpha(tdef_spec, CF_SPECIAL_COUNT);
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material_type = (alpha == 255) ?
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TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
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if (waving == 3) {
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material_type = (alpha == 255) ? TILE_MATERIAL_WAVING_LIQUID_OPAQUE :
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TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT;
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} else {
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material_type = (alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE :
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TILE_MATERIAL_LIQUID_TRANSPARENT;
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}
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}
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u32 tile_shader = shdsrc->getShader("nodes_shader", material_type, drawtype);
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