1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Initial refactoring on shader usage and generation

`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
This commit is contained in:
sfan5 2024-12-13 16:11:21 +01:00
parent eb8beb335e
commit a6293b9861
14 changed files with 81 additions and 53 deletions

View file

@ -1,6 +0,0 @@
varying lowp vec4 varColor;
void main(void)
{
gl_FragData[0] = varColor;
}

View file

@ -1,7 +0,0 @@
varying lowp vec4 varColor;
void main(void)
{
gl_Position = mWorldViewProj * inVertexPosition;
varColor = inVertexColor;
}

View file

@ -1,7 +1,3 @@
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT)
#define MATERIAL_WAVING_LIQUID 1
#endif
uniform sampler2D baseTexture;
uniform vec3 dayLight;
@ -53,7 +49,7 @@ varying highp vec3 eyeVec;
varying float nightRatio;
#ifdef ENABLE_DYNAMIC_SHADOWS
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS) && ENABLE_WAVING_WATER)
#if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER)
vec4 perm(vec4 x)
{
return mod(((x * 34.0) + 1.0) * x, 289.0);
@ -504,7 +500,7 @@ void main(void)
vec3 viewVec = normalize(worldPosition + cameraOffset - cameraPosition);
// Water reflections
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS) && ENABLE_WAVING_WATER)
#if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER)
vec3 wavePos = worldPosition * vec3(2.0, 0.0, 2.0);
float off = animationTimer * WATER_WAVE_SPEED * 10.0;
wavePos.x /= WATER_WAVE_LENGTH * 3.0;
@ -532,7 +528,7 @@ void main(void)
col.rgb += water_reflect_color * f_adj_shadow_strength * brightness_factor;
#endif
#if (defined(ENABLE_NODE_SPECULAR) && !defined(MATERIAL_WAVING_LIQUID))
#if (defined(ENABLE_NODE_SPECULAR) && !MATERIAL_WAVING_LIQUID)
// Apply specular to blocks.
if (dot(v_LightDirection, vNormal) < 0.0) {
float intensity = 2.0 * (1.0 - (base.r * varColor.r));

View file

@ -108,8 +108,7 @@ float smoothTriangleWave(float x)
return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
}
// 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
#if MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER
//
// Simple, fast noise function.
@ -166,8 +165,7 @@ void main(void)
#endif
vec4 pos = inVertexPosition;
// 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
#if MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER
// Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly
// correspond to the old sine waves.