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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.
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14 changed files with 81 additions and 53 deletions
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@ -1,7 +1,3 @@
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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 || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT)
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#define MATERIAL_WAVING_LIQUID 1
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#endif
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uniform sampler2D baseTexture;
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uniform vec3 dayLight;
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@ -53,7 +49,7 @@ varying highp vec3 eyeVec;
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varying float nightRatio;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS) && ENABLE_WAVING_WATER)
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#if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER)
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vec4 perm(vec4 x)
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{
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return mod(((x * 34.0) + 1.0) * x, 289.0);
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@ -504,7 +500,7 @@ void main(void)
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vec3 viewVec = normalize(worldPosition + cameraOffset - cameraPosition);
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// Water reflections
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#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS) && ENABLE_WAVING_WATER)
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#if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER)
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vec3 wavePos = worldPosition * vec3(2.0, 0.0, 2.0);
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float off = animationTimer * WATER_WAVE_SPEED * 10.0;
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wavePos.x /= WATER_WAVE_LENGTH * 3.0;
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@ -532,7 +528,7 @@ void main(void)
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col.rgb += water_reflect_color * f_adj_shadow_strength * brightness_factor;
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#endif
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#if (defined(ENABLE_NODE_SPECULAR) && !defined(MATERIAL_WAVING_LIQUID))
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#if (defined(ENABLE_NODE_SPECULAR) && !MATERIAL_WAVING_LIQUID)
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// Apply specular to blocks.
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if (dot(v_LightDirection, vNormal) < 0.0) {
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float intensity = 2.0 * (1.0 - (base.r * varColor.r));
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