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DS 2025-06-27 13:06:10 +00:00 committed by GitHub
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21 changed files with 882 additions and 104 deletions

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@ -169,6 +169,7 @@ void main(void)
// Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly
// correspond to the old sine waves.
// Note: The same thing is implemented in clientmap.cpp. Keep them consistent!
vec3 wavePos = (mWorld * pos).xyz + cameraOffset;
// The waves are slightly compressed along the z-axis to get
// wave-fronts along the x-axis.

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@ -5,6 +5,9 @@ uniform lowp vec4 fogColor;
uniform float fogDistance;
uniform float fogShadingParameter;
// Only used for the wieldhand. 0 otherwise.
uniform vec4 wield_posteffect_color;
// The cameraOffset is the current center of the visible world.
uniform highp vec3 cameraOffset;
uniform float animationTimer;
@ -458,5 +461,12 @@ void main(void)
col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
col = vec4(col.rgb, base.a);
// Apply posteffect color for the wieldhand, by blending it above this
// fragment.
// The alpha channel is not blended. The posteffect geometry behind the
// wieldhand already makes the image less transparent.
// wield_posteffect_color.rgb is premultiplied.
col.rgb = col.rgb * (1.0 - wield_posteffect_color.a) + wield_posteffect_color.rgb;
gl_FragData[0] = col;
}