mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-01 17:38:41 +00:00
Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2
This commit is contained in:
commit
71e648a776
647 changed files with 60434 additions and 37195 deletions
|
@ -21,6 +21,7 @@ uniform float animationTimer;
|
|||
uniform vec4 CameraPos;
|
||||
uniform float xyPerspectiveBias0;
|
||||
uniform float xyPerspectiveBias1;
|
||||
uniform vec3 shadow_tint;
|
||||
|
||||
varying float adj_shadow_strength;
|
||||
varying float cosLight;
|
||||
|
@ -433,7 +434,7 @@ void main(void)
|
|||
col.rgb =
|
||||
adjusted_night_ratio * col.rgb + // artificial light
|
||||
sunTint * (1.0 - adjusted_night_ratio) * ( // natural light
|
||||
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
|
||||
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color) * (1.0 - shadow_tint)) + // filtered texture color
|
||||
dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
|
||||
}
|
||||
#endif
|
||||
|
@ -449,7 +450,13 @@ void main(void)
|
|||
// Note: clarity = (1 - fogginess)
|
||||
float clarity = clamp(fogShadingParameter
|
||||
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
||||
col = mix(fogColor, col, clarity);
|
||||
float fogColorMax = max(max(fogColor.r, fogColor.g), fogColor.b);
|
||||
// Prevent zero division.
|
||||
if (fogColorMax < 0.0000001) fogColorMax = 1.0;
|
||||
// For high clarity (light fog) we tint the fog color.
|
||||
// For this to not make the fog color artificially dark we need to normalize using the
|
||||
// fog color's brightest value. We then blend our base color with this to make the fog.
|
||||
col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
|
||||
col = vec4(col.rgb, base.a);
|
||||
|
||||
gl_FragData[0] = col;
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
uniform mat4 mWorld;
|
||||
uniform vec3 dayLight;
|
||||
uniform float animationTimer;
|
||||
uniform lowp vec4 emissiveColor;
|
||||
uniform lowp vec4 materialColor;
|
||||
|
||||
varying vec3 vNormal;
|
||||
varying vec3 vPosition;
|
||||
|
@ -106,7 +106,7 @@ vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)
|
|||
|
||||
void main(void)
|
||||
{
|
||||
varTexCoord = (mTexture * inTexCoord0).st;
|
||||
varTexCoord = (mTexture * vec4(inTexCoord0.xy, 1.0, 1.0)).st;
|
||||
gl_Position = mWorldViewProj * inVertexPosition;
|
||||
|
||||
vPosition = gl_Position.xyz;
|
||||
|
@ -130,7 +130,7 @@ void main(void)
|
|||
vec4 color = inVertexColor;
|
||||
#endif
|
||||
|
||||
color *= emissiveColor;
|
||||
color *= materialColor;
|
||||
|
||||
// The alpha gives the ratio of sunlight in the incoming light.
|
||||
nightRatio = 1.0 - color.a;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue