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Various changes, fixes and features
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17 changed files with 409 additions and 261 deletions
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@ -40,6 +40,8 @@ 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 vPosition;
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@ -98,6 +100,36 @@ vec3 gnoise(vec3 p){
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);
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}
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float snoise(vec3 p)
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{
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vec3 a = floor(p);
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vec3 d = p - a;
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d = d * d * (3.0 - 2.0 * d);
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vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
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vec4 k1 = perm(b.xyxy);
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vec4 k2 = perm(k1.xyxy + b.zzww);
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vec4 c = k2 + a.zzzz;
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vec4 k3 = perm(c);
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vec4 k4 = perm(c + 1.0);
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vec4 o1 = fract(k3 * (1.0 / 41.0));
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vec4 o2 = fract(k4 * (1.0 / 41.0));
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vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
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vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
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return o4.y * d.y + o4.x * (1.0 - d.y);
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}
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vec3 hnoise(vec3 p) {
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vec3 g = gnoise(p);
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float s = snoise(p);
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g *= 3.0 / (1.0 + exp(-16.0 * (s - 0.5))) - 1.5;
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return g;
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}
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vec2 wave_noise(vec3 p, float off) {
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return (gnoise(p + vec3(0.0, 0.0, off)) * 0.4 + gnoise(2.0 * p + vec3(0.0, off, off)) * 0.2 + gnoise(3.0 * p + vec3(0.0, off, off)) * 0.225 + gnoise(4.0 * p + vec3(-off, off, 0.0)) * 0.2).xz;
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}
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@ -123,7 +155,7 @@ float mtsmoothstep(in float edge0, in float edge1, in float x)
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float shadowCutoff(float x) {
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#if defined(ENABLE_TRANSLUCENT_FOLIAGE) && MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES
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return mtsmoothstep(0.0, 0.002, x);
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return mtsmoothstep(0.0, 3.0 / f_shadowfar, x);
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#else
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return step(0.0, x);
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#endif
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@ -415,8 +447,26 @@ float getShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
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}
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#endif
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#endif
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#if (defined(ENABLE_BUMPMAPS) && !defined(MATERIAL_LIQUID))
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//This is mostly a placeholder and probably should use proper textures eventually...
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vec3 getBumpMap(vec2 uv) {
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vec2 dr = vec2(0.25) * texelSize0;
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// Sample the texture to then compute the gradient
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float fx0y0 = texture2D(baseTexture, uv).r;
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float fx1y0 = texture2D(baseTexture, uv + vec2(dr.x, 0.0)).r;
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float fx0y1 = texture2D(baseTexture, uv + vec2(0.0, dr.y)).r;
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vec2 gradient = 0.1 * vec2((fx1y0 - fx0y0) / dr.x, (fx0y1 - fx0y0) / dr.y) + 0.05 * gnoise(vec3(2.0 * uv / texelSize0, 0.0)).xy;
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// Compute a set of orthonormal basis vectors representing the node's surface plane.
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vec3 orth1 = normalize(cross(vNormal, mix(vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, -1.0), step(0.9, abs(vNormal.y)))));
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vec3 orth2 = normalize(cross(vNormal, orth1));
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// The normal is computed using the partial derivatives along the texture space x and y axes.
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// These axes in world space are assumed to be parallel to the basis vectors we defined before.
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return orth1 * gradient.x + orth2 * gradient.y;
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}
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#endif
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#endif
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void main(void)
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@ -444,19 +494,15 @@ void main(void)
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// Fragment normal, can differ from vNormal which is derived from vertex normals.
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vec3 fNormal = vNormal;
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vec3 viewVec = normalize(worldPosition + cameraOffset - cameraPosition);
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#if ((defined(ENABLE_DYNAMIC_SHADOWS) && defined(ENABLE_BUMPMAPS)) && !defined(MATERIAL_LIQUID))
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vec2 dr = vec2(0.25) * texelSize0;
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// Sample the texture to then compute the gradient
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float fx0y0 = texture2D(baseTexture, uv).r;
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float fx1y0 = texture2D(baseTexture, uv + vec2(dr.x, 0.0)).r;
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float fx0y1 = texture2D(baseTexture, uv + vec2(0.0, dr.y)).r;
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vec2 gradient = 0.1 * vec2((fx1y0 - fx0y0) / dr.x, (fx0y1 - fx0y0) / dr.y) + 0.05 * gnoise(vec3(2.0 * uv / texelSize0, 0.0)).xy;
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// Compute a set of orthogonal basis vectors representing the node's surface plane.
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vec3 orth1 = normalize(cross(vNormal, mix(vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, -1.0), step(0.9, abs(vNormal.y)))));
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vec3 orth2 = normalize(cross(vNormal, orth1));
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// The normal is computed using the partial derivatives along the texture space x and y axes.
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// These axes in world space are assumed to be parallel to the basis vectors we defined before.
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fNormal = normalize(vNormal + orth1 * gradient.x + orth2 * gradient.y);
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vec3 bump_normal = getBumpMap(uv);
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// When applied to all blocks, these bump maps produce irritating Moiré effects.
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// So we hide the bump maps when close up.
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float moire_factor = abs(dot(vNormal, viewVec));
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bump_normal *= mtsmoothstep(0.4 * moire_factor, 0.2 * moire_factor, length(eyeVec) * fov / windowSize.x);
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fNormal = normalize(vNormal + bump_normal);
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float adj_cosLight = max(1e-5, dot(fNormal, -v_LightDirection));
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#else
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float adj_cosLight = cosLight;
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@ -526,8 +572,6 @@ void main(void)
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vec3 reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
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vec3 viewVec = normalize(worldPosition + cameraOffset - cameraPosition);
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// Water reflections
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#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS))
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@ -548,7 +592,7 @@ void main(void)
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reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
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float fresnel_factor = dot(fNormal, viewVec);
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float brightness_factor = 1.0 - adjusted_night_ratio;
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float brightness_factor = (1.0 - adjusted_night_ratio) / base.a;
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// A little trig hack. We go from the dot product of viewVec and normal to the dot product of viewVec and tangent to apply a fresnel effect.
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fresnel_factor = clamp(pow(1.0 - fresnel_factor * fresnel_factor, 8.0), 0.0, 1.0) * 0.8 + 0.2;
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@ -557,10 +601,12 @@ void main(void)
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// Sky reflection
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col.rgb += reflection_color * pow(fresnel_factor, 2.0) * 0.5 * brightness_factor;
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vec3 water_reflect_color = 12.0 * sunTint * dayLight * fresnel_factor * mtsmoothstep(0.85, 0.9, pow(clamp(dot(reflect_ray, viewVec), 0.0, 1.0), 32.0)) * max(1.0 - shadow_uncorrected, 0.0);
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// This line exists to prevent ridiculously bright reflection colors.
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water_reflect_color /= clamp(max(water_reflect_color.r, max(water_reflect_color.g, water_reflect_color.b)) * 0.375, 1.0, 400.0);
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// We clip the reflection color if it gets too bright
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vec3 water_reflect_color = 6.0 * sunTint * dayLight * fresnel_factor * mtsmoothstep(0.85, 0.9, pow(clamp(dot(reflect_ray, viewVec), 0.0, 1.0), 32.0)) * max(1.0 - shadow_uncorrected, 0.0);
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water_reflect_color /= max(0.4 * length(water_reflect_color), 1.0);
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// Sun reflection
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col.rgb += water_reflect_color * f_adj_shadow_strength * brightness_factor;
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#endif
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@ -580,7 +626,7 @@ void main(void)
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES) && defined(ENABLE_TRANSLUCENT_FOLIAGE)
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// Simulate translucent foliage.
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col.rgb += 4.0 * dayLight * base.rgb * normalize(base.rgb * varColor.rgb * varColor.rgb) * f_adj_shadow_strength * pow(max(-dot(v_LightDirection, viewVec), 0.0), 4.0) * max(1.0 - shadow_uncorrected, 0.0);
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col.rgb += 4.0 * sunTint * dayLight * base.rgb * normalize(base.rgb * varColor.rgb * varColor.rgb) * f_adj_shadow_strength * pow(max(-dot(v_LightDirection, viewVec), 0.0), 4.0) * max(1.0 - shadow_uncorrected, 0.0);
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#endif
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}
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#endif
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