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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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17 changed files with 233 additions and 120 deletions
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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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