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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>
This commit is contained in:
Vitaliy 2020-10-25 20:01:03 +03:00 committed by GitHub
parent 33b2c5f5b1
commit 707c8c1e95
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GPG key ID: 4AEE18F83AFDEB23
17 changed files with 233 additions and 120 deletions

View file

@ -6,9 +6,11 @@ uniform sampler2D textureFlags;
#define rightImage normalTexture
#define maskImage textureFlags
varying mediump vec2 varTexCoord;
void main(void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 left = texture2D(leftImage, uv).rgba;
vec4 right = texture2D(rightImage, uv).rgba;
vec4 mask = texture2D(maskImage, uv).rgba;

View file

@ -1,6 +1,7 @@
varying mediump vec2 varTexCoord;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
varTexCoord = inTexCoord0;
gl_Position = inVertexPosition;
}

View file

@ -1,4 +1,6 @@
varying lowp vec4 varColor;
void main(void)
{
gl_FragColor = gl_Color;
gl_FragColor = varColor;
}

View file

@ -1,9 +1,7 @@
uniform mat4 mWorldViewProj;
varying lowp vec4 varColor;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
gl_Position = mWorldViewProj * inVertexPosition;
varColor = inVertexColor;
}

View file

@ -2,9 +2,12 @@ uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform vec3 yawVec;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
void main (void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
//texture sampling rate
const float step = 1.0 / 256.0;
@ -27,6 +30,6 @@ void main (void)
vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb;
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
col *= varColor;
gl_FragColor = vec4(col.rgb, base.a);
}

View file

@ -1,9 +1,11 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
varTexCoord = inTexCoord0.st;
gl_Position = mWorldViewProj * inVertexPosition;
varColor = inVertexColor;
}

View file

@ -15,11 +15,12 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
#ifdef ENABLE_TONE_MAPPING
@ -56,13 +57,13 @@ vec4 applyToneMapping(vec4 color)
void main(void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) {
discard;
}
@ -70,7 +71,7 @@ void main(void)
color = base.rgb;
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);

View file

@ -1,4 +1,3 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
// Color of the light emitted by the sun.
@ -16,7 +15,8 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
// Color of the light emitted by the light sources.
@ -81,13 +81,13 @@ float snoise(vec3 p)
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
varTexCoord = inTexCoord0.st;
float disp_x;
float disp_z;
// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
vec4 pos2 = mWorld * gl_Vertex;
vec4 pos2 = mWorld * inVertexPosition;
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
@ -96,43 +96,43 @@ void main(void)
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif
worldPosition = (mWorld * gl_Vertex).xyz;
worldPosition = (mWorld * inVertexPosition).xyz;
// OpenGL < 4.3 does not support continued preprocessor lines
#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
// Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly
// correspond to the old sine waves.
vec4 pos = gl_Vertex;
vec4 pos = inVertexPosition;
vec3 wavePos = worldPosition + cameraOffset;
// The waves are slightly compressed along the z-axis to get
// wave-fronts along the x-axis.
wavePos.x /= WATER_WAVE_LENGTH * 3;
wavePos.z /= WATER_WAVE_LENGTH * 2;
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
wavePos.x /= WATER_WAVE_LENGTH * 3.0;
wavePos.z /= WATER_WAVE_LENGTH * 2.0;
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos = inVertexPosition;
pos.x += disp_x;
pos.y += disp_z * 0.1;
pos.z += disp_z;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
if (gl_TexCoord[0].y < 0.05) {
vec4 pos = inVertexPosition;
if (varTexCoord.y < 0.05) {
pos.x += disp_x;
pos.z += disp_z;
}
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
gl_Position = mWorldViewProj * inVertexPosition;
#endif
vPosition = gl_Position.xyz;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;
// Calculate color.
// Red, green and blue components are pre-multiplied with
@ -141,16 +141,16 @@ void main(void)
// The pre-baked colors are halved to prevent overflow.
vec4 color;
// The alpha gives the ratio of sunlight in the incoming light.
float nightRatio = 1 - gl_Color.a;
color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2;
color.a = 1;
float nightRatio = 1.0 - inVertexColor.a;
color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp final_color_blend()
float brightness = (color.r + color.g + color.b) / 3;
float brightness = (color.r + color.g + color.b) / 3.0;
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
0.07 * brightness);
gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
varColor = clamp(color, 0.0, 1.0);
}

View file

@ -8,6 +8,8 @@ uniform vec3 eyePosition;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@ -15,7 +17,7 @@ varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
const float fogShadingParameter = 1.0 / (1.0 - fogStart);
#ifdef ENABLE_TONE_MAPPING
@ -52,13 +54,14 @@ vec4 applyToneMapping(vec4 color)
void main(void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) {
discard;
}
@ -68,7 +71,7 @@ void main(void)
vec4 col = vec4(color.rgb, base.a);
col.rgb *= gl_Color.rgb;
col.rgb *= varColor.rgb;
col.rgb *= emissiveColor.rgb * vIDiff;

View file

@ -1,4 +1,3 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
uniform vec3 eyePosition;
@ -7,6 +6,8 @@ uniform float animationTimer;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@ -18,31 +19,31 @@ float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;
if (normal.y < 0)
return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
if (normal.y < 0.0)
return dot(v, vec3(0.670820, 0.447213, 0.836660));
return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
return dot(v, vec3(0.670820, 1.000000, 0.836660));
}
void main(void)
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
varTexCoord = (mTexture * inTexCoord0).st;
gl_Position = mWorldViewProj * inVertexPosition;
vPosition = gl_Position.xyz;
vNormal = gl_Normal;
worldPosition = (mWorld * gl_Vertex).xyz;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
vNormal = inVertexNormal;
worldPosition = (mWorld * inVertexPosition).xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
vIDiff = length(gl_Normal) == 0.0
vIDiff = length(inVertexNormal) == 0.0
? 1.0
: directional_ambient(normalize(gl_Normal));
: directional_ambient(normalize(inVertexNormal));
#endif
gl_FrontColor = gl_BackColor = gl_Color;
varColor = inVertexColor;
}

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@ -1,9 +1,12 @@
uniform sampler2D baseTexture;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
void main(void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 color = texture2D(baseTexture, uv);
color.rgb *= gl_Color.rgb;
color.rgb *= varColor.rgb;
gl_FragColor = color;
}

View file

@ -1,9 +1,10 @@
uniform mat4 mWorldViewProj;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
varTexCoord = inTexCoord0.st;
gl_Position = mWorldViewProj * inVertexPosition;
gl_FrontColor = gl_BackColor = gl_Color;
varColor = inVertexColor;
}