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Unite nodes shaders.

Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
This commit is contained in:
RealBadAngel 2014-05-14 23:19:31 +02:00
parent 9ffa88b558
commit 6c98fd6658
22 changed files with 315 additions and 793 deletions

View file

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uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
float intensity (vec3 color){
return (color.r + color.g + color.b) / 3.0;
}
float get_rgb_height (vec2 uv){
return intensity(texture2D(baseTexture,uv).rgb);
}
vec4 get_normal_map(vec2 uv){
vec4 bump = texture2D(normalTexture, uv).rgba;
bump.xyz = normalize(bump.xyz * 2.0 -1.0);
bump.y = -bump.y;
return bump;
}
void main (void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
normalTexturePresent = true;
}
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
if (normalTexturePresent){
vec3 tsEye = normalize(tsEyeVec);
float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
}
#endif
#ifdef USE_NORMALMAPS
if (normalTexturePresent){
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif
#ifdef GENERATE_NORMALMAPS
if (use_normalmap == false){
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
use_normalmap = true;
}
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap){
vec3 L = normalize(lightVec);
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
float alpha = gl_Color.a;
vec4 col = vec4(color.rgb, alpha);
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
gl_FragColor = vec4(col.rgb, alpha);
#else
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.rgb, base.a);
#endif
}

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uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform mat4 mWorld;
uniform float dayNightRatio;
uniform vec3 eyePosition;
uniform float animationTimer;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
const float e = 2.718281828459;
const float BS = 10.0;
float smoothCurve( float x ) {
return x * x *( 3.0 - 2.0 * x );
}
float triangleWave( float x ) {
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
}
float smoothTriangleWave( float x ) {
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
}
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
vec4 pos = gl_Vertex;
pos.y -= 2.0;
pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex;
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) {
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
}
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
#endif
vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
lightVec = sunPosition - worldPosition;
tsLightVec = lightVec * tbnMatrix;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix;
vec4 color;
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 23.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = clamp(rg,0.0,1.0);
color.g = clamp(rg,0.0,1.0);
color.b = clamp(b,0.0,1.0);
#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
color = sqrt(color); // Linear -> SRGB
#endif
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
}