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Remove redundant stuff and other small fixes

This commit is contained in:
Gefüllte Taubenbrust 2024-12-02 18:00:59 +01:00
parent 1fa9731172
commit 45289b6919
6 changed files with 21 additions and 50 deletions

View file

@ -40,12 +40,7 @@ uniform float animationTimer;
varying float perspective_factor;
#endif
uniform vec2 windowSize;
uniform float fov;
varying vec3 vNormal;
varying vec3 vTangent;
varying vec3 vBinormal;
varying vec3 vPosition;
// World position in the visible world (i.e. relative to the cameraOffset.)
// This can be used for many shader effects without loss of precision.
@ -449,8 +444,6 @@ void main(void)
vec3 viewVec = normalize(worldPosition + cameraOffset - cameraPosition);
float adj_cosLight = cosLight;
if (f_shadow_strength > 0.0) {
float shadow_int = 0.0;
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
@ -465,14 +458,14 @@ void main(void)
#ifdef COLORED_SHADOWS
vec4 visibility;
if (adj_cosLight > 0.0 || f_normal_length < 1e-3)
if (cosLight > 0.0 || f_normal_length < 1e-3)
visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
else
visibility = vec4(1.0, 0.0, 0.0, 0.0);
shadow_int = visibility.r;
shadow_color = visibility.gba;
#else
if (adj_cosLight > 0.0 || f_normal_length < 1e-3)
if (cosLight > 0.0 || f_normal_length < 1e-3)
shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
else
shadow_int = 1.0;
@ -493,9 +486,9 @@ void main(void)
// Cosine of the cut-off angle.
const float self_shadow_cutoff_cosine = 0.035;
if (f_normal_length != 0 && adj_cosLight < self_shadow_cutoff_cosine) {
shadow_int = max(shadow_int, 1 - clamp(adj_cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
shadow_color = mix(vec3(0.0), shadow_color, min(adj_cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES || MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS)
// Prevents foliage from becoming insanely bright outside the shadow map.
@ -518,12 +511,6 @@ void main(void)
// Water reflections
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS))
#if !ENABLE_WAVING_WATER
#define WATER_WAVE_HEIGHT 0.5
#define WATER_WAVE_SPEED 5.0
#define WATER_WAVE_LENGTH 10.0
#endif
vec3 wavePos = worldPosition * vec3(2.0, 0.0, 2.0);
float off = animationTimer * WATER_WAVE_SPEED * 10.0;
wavePos.x /= WATER_WAVE_LENGTH * 3.0;

View file

@ -450,7 +450,17 @@ void main(void)
float clarity = clamp(fogShadingParameter
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
#ifdef ENABLE_TINTED_FOG
float fogColorMax = max(max(fogColor.r, fogColor.g), fogColor.b);
// Prevent zero division.
if (fogColorMax < 0.0000001) fogColorMax = 1.0;
// For high clarity (light fog) we tint the fog color.
// For this to not make the fog color artificially dark we need to normalize using the
// fog color's brightest value. We then blend our base color with this to make the fog.
col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
#else
col = mix(fogColor, col, clarity);
#endif
col = vec4(col.rgb, base.a);