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Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2

This commit is contained in:
Gefüllte Taubenbrust 2024-12-22 19:08:52 +01:00
commit e7c7441429
285 changed files with 8894 additions and 4654 deletions

View file

@ -1,10 +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
#define MATERIAL_LIQUID 1
#elif (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
#define MATERIAL_LIQUID 1
#endif
uniform sampler2D baseTexture;
uniform vec2 texelSize0;
@ -60,7 +53,7 @@ varying highp vec3 eyeVec;
varying float nightRatio;
#ifdef ENABLE_DYNAMIC_SHADOWS
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS))
#if (MATERIAL_WAVING_LIQUID && defined(ENABLE_WATER_REFLECTIONS))
vec4 perm(vec4 x)
{
return mod(((x * 34.0) + 1.0) * x, 289.0);
@ -511,8 +504,7 @@ void main(void)
vec3 reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
// Water reflections
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS))
#if (MATERIAL_WAVING_LIQUID && defined(ENABLE_WATER_REFLECTIONS))
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;
@ -542,7 +534,7 @@ void main(void)
col.rgb += water_reflect_color * 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) {
// This intensity is a placeholder and should be replaced by proper specular maps.

View file

@ -113,8 +113,7 @@ 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.
@ -180,8 +179,7 @@ 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.