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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

@ -485,22 +485,19 @@ enable_waving_water (Waving liquids) bool false
# 0.0 = Wave doesn't move at all.
# Default is 1.0 (1/2 node).
#
# Requires: enable_waving_water
water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
# Length of liquid waves.
#
# Requires: enable_waving_water
water_wave_length (Waving liquids wavelength) float 20.0 0.1
# How fast liquid waves will move. Higher = faster.
# If negative, liquid waves will move backwards.
#
# Requires: enable_waving_water
water_wave_speed (Waving liquids wave speed) float 5.0
# When enabled, crude liquid reflections are simulated.
# When waving liquids are enabled, the wave parameters will affect these reflections.
# Wave height, length and speed will affect these reflections.
#
# Requires: enable_dynamic_shadows
enable_water_reflections (Liquid reflections) bool false

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);

View file

@ -8827,7 +8827,7 @@ child will follow movement and rotation of that bone.
* This may be used to create effects like differently colored sunsets on alien planets.
* Setting all components to zero effectively disables tinted sunlight.
* `vignette`: is a table that controls the vignette post-processing effect.
* This has no effect on clients who have the "Vignette" effects disabled.
* This has no effect on clients who have post processing disabled.
* `dark`: brightness of the vignette's darkest part (default: `1.0`)
* `bright`: brightness of the vignette's brightest part (default: `1.0`)
* `power`: the higher this is set, the more the vignette "retreats" to the edges of the screen (default: `1.0`)

View file

@ -373,10 +373,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{ "cameraOffset" };
CachedVertexShaderSetting<float, 3> m_camera_position_vertex{"cameraPosition"};
CachedPixelShaderSetting<float, 3> m_camera_position_pixel{"cameraPosition"};
CachedVertexShaderSetting<float, 16> m_camera_projinv_vertex{"mCameraProjInv"};
CachedPixelShaderSetting<float, 16> m_camera_projinv_pixel{"mCameraProjInv"};
CachedVertexShaderSetting<float, 16> m_camera_view_vertex{"mCameraView"};
CachedPixelShaderSetting<float, 16> m_camera_view_pixel{"mCameraView"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture0{"texture0"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture1{"texture1"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
@ -418,8 +414,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float> m_vignette_dark_pixel{"vignette_dark"};
CachedPixelShaderSetting<float> m_vignette_bright_pixel{"vignette_bright"};
CachedPixelShaderSetting<float> m_vignette_power_pixel{"vignette_power"};
CachedPixelShaderSetting<float> m_fov_pixel{"fov"};
CachedPixelShaderSetting<float, 2> m_window_size_pixel{"windowSize"};
static constexpr std::array<const char*, 1> SETTING_CALLBACKS = {
"exposure_compensation",
@ -488,22 +482,6 @@ public:
m_camera_position_vertex.set(camera_position, services);
m_camera_position_pixel.set(camera_position, services);
core::matrix4 camera_proj = m_client->getCamera()->getCameraNode()->getProjectionMatrix();
core::matrix4 camera_projinv;
camera_proj.getInverse(camera_projinv);
m_camera_projinv_vertex.set(camera_projinv, services);
m_camera_projinv_pixel.set(camera_projinv, services);
core::matrix4 camera_view = m_client->getCamera()->getCameraNode()->getViewMatrix();
m_camera_view_vertex.set(camera_view, services);
m_camera_view_pixel.set(camera_view, services);
float fov = m_client->getCamera()->getFovMax();
m_fov_pixel.set(&fov, services);
v2u32 window_size_int = RenderingEngine::getWindowSize();
core::vector2df window_size = core::vector2df(window_size_int.X, window_size_int.Y);
m_window_size_pixel.set(window_size, services);
SamplerLayer_t tex_id;
tex_id = 0;
m_texture0.set(&tex_id, services);

View file

@ -659,11 +659,10 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
bool enable_waving_water = g_settings->getBool("enable_waving_water");
shaders_header << "#define ENABLE_WAVING_WATER " << enable_waving_water << "\n";
if (enable_waving_water) {
shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n";
shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n";
shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n";
}
shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n";
shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n";
shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n";
shaders_header << "#define ENABLE_WAVING_LEAVES " << g_settings->getBool("enable_waving_leaves") << "\n";
shaders_header << "#define ENABLE_WAVING_PLANTS " << g_settings->getBool("enable_waving_plants") << "\n";