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Remove redundant stuff and other small fixes
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parent
1fa9731172
commit
45289b6919
6 changed files with 21 additions and 50 deletions
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@ -485,22 +485,19 @@ enable_waving_water (Waving liquids) bool false
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# 0.0 = Wave doesn't move at all.
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# Default is 1.0 (1/2 node).
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#
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# Requires: enable_waving_water
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water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
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# Length of liquid waves.
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#
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# Requires: enable_waving_water
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water_wave_length (Waving liquids wavelength) float 20.0 0.1
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# How fast liquid waves will move. Higher = faster.
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# If negative, liquid waves will move backwards.
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#
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# Requires: enable_waving_water
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water_wave_speed (Waving liquids wave speed) float 5.0
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# When enabled, crude liquid reflections are simulated.
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# When waving liquids are enabled, the wave parameters will affect these reflections.
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# Wave height, length and speed will affect these reflections.
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#
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# Requires: enable_dynamic_shadows
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enable_water_reflections (Liquid reflections) bool false
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@ -40,12 +40,7 @@ uniform float animationTimer;
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varying float perspective_factor;
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#endif
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uniform vec2 windowSize;
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uniform float fov;
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varying vec3 vNormal;
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varying vec3 vTangent;
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varying vec3 vBinormal;
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varying vec3 vPosition;
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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@ -449,8 +444,6 @@ void main(void)
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vec3 viewVec = normalize(worldPosition + cameraOffset - cameraPosition);
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float adj_cosLight = cosLight;
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if (f_shadow_strength > 0.0) {
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float shadow_int = 0.0;
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vec3 shadow_color = vec3(0.0, 0.0, 0.0);
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@ -465,14 +458,14 @@ void main(void)
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#ifdef COLORED_SHADOWS
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vec4 visibility;
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if (adj_cosLight > 0.0 || f_normal_length < 1e-3)
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if (cosLight > 0.0 || f_normal_length < 1e-3)
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visibility = getShadowColor(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
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else
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visibility = vec4(1.0, 0.0, 0.0, 0.0);
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shadow_int = visibility.r;
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shadow_color = visibility.gba;
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#else
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if (adj_cosLight > 0.0 || f_normal_length < 1e-3)
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if (cosLight > 0.0 || f_normal_length < 1e-3)
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shadow_int = getShadow(ShadowMapSampler, posLightSpace.xy, posLightSpace.z);
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else
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shadow_int = 1.0;
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@ -493,9 +486,9 @@ void main(void)
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// Cosine of the cut-off angle.
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const float self_shadow_cutoff_cosine = 0.035;
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if (f_normal_length != 0 && adj_cosLight < self_shadow_cutoff_cosine) {
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shadow_int = max(shadow_int, 1 - clamp(adj_cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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shadow_color = mix(vec3(0.0), shadow_color, min(adj_cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
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shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES || MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS)
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// Prevents foliage from becoming insanely bright outside the shadow map.
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@ -518,12 +511,6 @@ void main(void)
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// Water reflections
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#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS))
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#if !ENABLE_WAVING_WATER
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#define WATER_WAVE_HEIGHT 0.5
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#define WATER_WAVE_SPEED 5.0
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#define WATER_WAVE_LENGTH 10.0
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#endif
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vec3 wavePos = worldPosition * vec3(2.0, 0.0, 2.0);
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float off = animationTimer * WATER_WAVE_SPEED * 10.0;
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wavePos.x /= WATER_WAVE_LENGTH * 3.0;
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@ -450,7 +450,17 @@ void main(void)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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#ifdef ENABLE_TINTED_FOG
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float fogColorMax = max(max(fogColor.r, fogColor.g), fogColor.b);
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// Prevent zero division.
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if (fogColorMax < 0.0000001) fogColorMax = 1.0;
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// For high clarity (light fog) we tint the fog color.
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// For this to not make the fog color artificially dark we need to normalize using the
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// fog color's brightest value. We then blend our base color with this to make the fog.
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col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
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#else
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col = mix(fogColor, col, clarity);
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#endif
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col = vec4(col.rgb, base.a);
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@ -8827,7 +8827,7 @@ child will follow movement and rotation of that bone.
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* This may be used to create effects like differently colored sunsets on alien planets.
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* Setting all components to zero effectively disables tinted sunlight.
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* `vignette`: is a table that controls the vignette post-processing effect.
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* This has no effect on clients who have the "Vignette" effects disabled.
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* This has no effect on clients who have post processing disabled.
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* `dark`: brightness of the vignette's darkest part (default: `1.0`)
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* `bright`: brightness of the vignette's brightest part (default: `1.0`)
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* `power`: the higher this is set, the more the vignette "retreats" to the edges of the screen (default: `1.0`)
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@ -373,10 +373,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{ "cameraOffset" };
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CachedVertexShaderSetting<float, 3> m_camera_position_vertex{"cameraPosition"};
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CachedPixelShaderSetting<float, 3> m_camera_position_pixel{"cameraPosition"};
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CachedVertexShaderSetting<float, 16> m_camera_projinv_vertex{"mCameraProjInv"};
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CachedPixelShaderSetting<float, 16> m_camera_projinv_pixel{"mCameraProjInv"};
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CachedVertexShaderSetting<float, 16> m_camera_view_vertex{"mCameraView"};
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CachedPixelShaderSetting<float, 16> m_camera_view_pixel{"mCameraView"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture0{"texture0"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture1{"texture1"};
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CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
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@ -418,8 +414,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float> m_vignette_dark_pixel{"vignette_dark"};
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CachedPixelShaderSetting<float> m_vignette_bright_pixel{"vignette_bright"};
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CachedPixelShaderSetting<float> m_vignette_power_pixel{"vignette_power"};
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CachedPixelShaderSetting<float> m_fov_pixel{"fov"};
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CachedPixelShaderSetting<float, 2> m_window_size_pixel{"windowSize"};
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static constexpr std::array<const char*, 1> SETTING_CALLBACKS = {
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"exposure_compensation",
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@ -488,22 +482,6 @@ public:
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m_camera_position_vertex.set(camera_position, services);
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m_camera_position_pixel.set(camera_position, services);
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core::matrix4 camera_proj = m_client->getCamera()->getCameraNode()->getProjectionMatrix();
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core::matrix4 camera_projinv;
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camera_proj.getInverse(camera_projinv);
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m_camera_projinv_vertex.set(camera_projinv, services);
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m_camera_projinv_pixel.set(camera_projinv, services);
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core::matrix4 camera_view = m_client->getCamera()->getCameraNode()->getViewMatrix();
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m_camera_view_vertex.set(camera_view, services);
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m_camera_view_pixel.set(camera_view, services);
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float fov = m_client->getCamera()->getFovMax();
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m_fov_pixel.set(&fov, services);
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v2u32 window_size_int = RenderingEngine::getWindowSize();
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core::vector2df window_size = core::vector2df(window_size_int.X, window_size_int.Y);
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m_window_size_pixel.set(window_size, services);
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SamplerLayer_t tex_id;
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tex_id = 0;
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m_texture0.set(&tex_id, services);
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@ -659,11 +659,10 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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bool enable_waving_water = g_settings->getBool("enable_waving_water");
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shaders_header << "#define ENABLE_WAVING_WATER " << enable_waving_water << "\n";
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if (enable_waving_water) {
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shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n";
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shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n";
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shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n";
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}
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shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n";
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shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n";
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shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n";
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shaders_header << "#define ENABLE_WAVING_LEAVES " << g_settings->getBool("enable_waving_leaves") << "\n";
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shaders_header << "#define ENABLE_WAVING_PLANTS " << g_settings->getBool("enable_waving_plants") << "\n";
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