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https://github.com/luanti-org/luanti.git
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Shaders for Android (GLES 2) (#10506)
Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
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707c8c1e95
17 changed files with 233 additions and 120 deletions
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@ -6,9 +6,11 @@ uniform sampler2D textureFlags;
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#define rightImage normalTexture
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#define maskImage textureFlags
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varying mediump vec2 varTexCoord;
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void main(void)
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{
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = varTexCoord.st;
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vec4 left = texture2D(leftImage, uv).rgba;
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vec4 right = texture2D(rightImage, uv).rgba;
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vec4 mask = texture2D(maskImage, uv).rgba;
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@ -1,6 +1,7 @@
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varying mediump vec2 varTexCoord;
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = gl_Vertex;
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gl_FrontColor = gl_BackColor = gl_Color;
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varTexCoord = inTexCoord0;
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gl_Position = inVertexPosition;
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}
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@ -1,4 +1,6 @@
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varying lowp vec4 varColor;
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void main(void)
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{
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gl_FragColor = gl_Color;
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gl_FragColor = varColor;
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}
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@ -1,9 +1,7 @@
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uniform mat4 mWorldViewProj;
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varying lowp vec4 varColor;
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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gl_FrontColor = gl_BackColor = gl_Color;
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gl_Position = mWorldViewProj * inVertexPosition;
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varColor = inVertexColor;
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}
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@ -2,9 +2,12 @@ uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform vec3 yawVec;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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void main (void)
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{
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = varTexCoord.st;
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//texture sampling rate
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const float step = 1.0 / 256.0;
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@ -27,6 +30,6 @@ void main (void)
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vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb;
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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col *= varColor;
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gl_FragColor = vec4(col.rgb, base.a);
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}
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@ -1,9 +1,11 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorld;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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gl_FrontColor = gl_BackColor = gl_Color;
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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varColor = inVertexColor;
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}
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@ -15,11 +15,12 @@ varying vec3 vPosition;
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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying vec3 eyeVec;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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@ -56,13 +57,13 @@ vec4 applyToneMapping(vec4 color)
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void main(void)
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{
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = varTexCoord.st;
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef USE_DISCARD
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// If alpha is zero, we can just discard the pixel. This fixes transparency
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// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
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// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
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// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
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if (base.a == 0.0) {
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discard;
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}
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@ -70,7 +71,7 @@ void main(void)
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color = base.rgb;
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
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#ifdef ENABLE_TONE_MAPPING
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col = applyToneMapping(col);
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@ -1,4 +1,3 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorld;
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// Color of the light emitted by the sun.
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@ -16,7 +15,8 @@ varying vec3 vPosition;
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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying vec3 eyeVec;
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// Color of the light emitted by the light sources.
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@ -81,13 +81,13 @@ float snoise(vec3 p)
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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varTexCoord = inTexCoord0.st;
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float disp_x;
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float disp_z;
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// OpenGL < 4.3 does not support continued preprocessor lines
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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vec4 pos2 = mWorld * gl_Vertex;
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vec4 pos2 = mWorld * inVertexPosition;
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float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
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disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
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smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
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@ -96,43 +96,43 @@ void main(void)
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
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#endif
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worldPosition = (mWorld * gl_Vertex).xyz;
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worldPosition = (mWorld * inVertexPosition).xyz;
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// OpenGL < 4.3 does not support continued preprocessor lines
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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// Generate waves with Perlin-type noise.
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// The constants are calibrated such that they roughly
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// correspond to the old sine waves.
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vec4 pos = gl_Vertex;
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vec4 pos = inVertexPosition;
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vec3 wavePos = worldPosition + cameraOffset;
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// The waves are slightly compressed along the z-axis to get
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// wave-fronts along the x-axis.
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wavePos.x /= WATER_WAVE_LENGTH * 3;
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wavePos.z /= WATER_WAVE_LENGTH * 2;
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wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
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pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
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wavePos.x /= WATER_WAVE_LENGTH * 3.0;
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wavePos.z /= WATER_WAVE_LENGTH * 2.0;
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wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
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pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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vec4 pos = inVertexPosition;
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pos.x += disp_x;
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pos.y += disp_z * 0.1;
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pos.z += disp_z;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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vec4 pos = inVertexPosition;
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if (varTexCoord.y < 0.05) {
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pos.x += disp_x;
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pos.z += disp_z;
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}
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gl_Position = mWorldViewProj * pos;
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#else
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gl_Position = mWorldViewProj * gl_Vertex;
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gl_Position = mWorldViewProj * inVertexPosition;
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#endif
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vPosition = gl_Position.xyz;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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// Calculate color.
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// Red, green and blue components are pre-multiplied with
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@ -141,16 +141,16 @@ void main(void)
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// The pre-baked colors are halved to prevent overflow.
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vec4 color;
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// The alpha gives the ratio of sunlight in the incoming light.
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float nightRatio = 1 - gl_Color.a;
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color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2;
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color.a = 1;
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float nightRatio = 1.0 - inVertexColor.a;
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color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2.0;
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color.a = 1.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp final_color_blend()
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float brightness = (color.r + color.g + color.b) / 3;
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float brightness = (color.r + color.g + color.b) / 3.0;
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color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
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0.07 * brightness);
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gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
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varColor = clamp(color, 0.0, 1.0);
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}
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@ -8,6 +8,8 @@ uniform vec3 eyePosition;
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varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying vec3 eyeVec;
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varying float vIDiff;
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@ -15,7 +17,7 @@ varying float vIDiff;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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const float fogShadingParameter = 1.0 / (1.0 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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@ -52,13 +54,14 @@ vec4 applyToneMapping(vec4 color)
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void main(void)
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{
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = varTexCoord.st;
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef USE_DISCARD
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// If alpha is zero, we can just discard the pixel. This fixes transparency
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// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
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// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
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// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
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if (base.a == 0.0) {
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discard;
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}
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@ -68,7 +71,7 @@ void main(void)
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vec4 col = vec4(color.rgb, base.a);
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col.rgb *= gl_Color.rgb;
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col.rgb *= varColor.rgb;
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col.rgb *= emissiveColor.rgb * vIDiff;
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@ -1,4 +1,3 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorld;
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uniform vec3 eyePosition;
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@ -7,6 +6,8 @@ uniform float animationTimer;
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varying vec3 vNormal;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying vec3 eyeVec;
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varying float vIDiff;
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@ -18,31 +19,31 @@ float directional_ambient(vec3 normal)
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{
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vec3 v = normal * normal;
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if (normal.y < 0)
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return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
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if (normal.y < 0.0)
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return dot(v, vec3(0.670820, 0.447213, 0.836660));
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return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
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return dot(v, vec3(0.670820, 1.000000, 0.836660));
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}
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void main(void)
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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varTexCoord = (mTexture * inTexCoord0).st;
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gl_Position = mWorldViewProj * inVertexPosition;
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vPosition = gl_Position.xyz;
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vNormal = gl_Normal;
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worldPosition = (mWorld * gl_Vertex).xyz;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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vNormal = inVertexNormal;
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worldPosition = (mWorld * inVertexPosition).xyz;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
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vIDiff = 1.0;
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#else
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// This is intentional comparison with zero without any margin.
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// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
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vIDiff = length(gl_Normal) == 0.0
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vIDiff = length(inVertexNormal) == 0.0
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? 1.0
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: directional_ambient(normalize(gl_Normal));
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: directional_ambient(normalize(inVertexNormal));
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#endif
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gl_FrontColor = gl_BackColor = gl_Color;
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varColor = inVertexColor;
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}
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@ -1,9 +1,12 @@
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uniform sampler2D baseTexture;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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void main(void)
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{
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vec2 uv = gl_TexCoord[0].st;
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vec2 uv = varTexCoord.st;
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vec4 color = texture2D(baseTexture, uv);
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color.rgb *= gl_Color.rgb;
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color.rgb *= varColor.rgb;
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gl_FragColor = color;
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}
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@ -1,9 +1,10 @@
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uniform mat4 mWorldViewProj;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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varTexCoord = inTexCoord0.st;
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gl_Position = mWorldViewProj * inVertexPosition;
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gl_FrontColor = gl_BackColor = gl_Color;
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varColor = inVertexColor;
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}
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