2012-12-01 02:02:16 +01:00
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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2014-03-21 01:32:00 +01:00
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uniform mat4 mWorld;
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2012-12-02 13:24:58 +01:00
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uniform float dayNightRatio;
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2013-12-03 17:21:40 +01:00
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uniform vec3 eyePosition;
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2014-05-14 23:19:31 +02:00
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uniform float animationTimer;
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2012-12-01 02:02:16 +01:00
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varying vec3 vPosition;
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2014-03-21 01:32:00 +01:00
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varying vec3 worldPosition;
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2013-12-03 17:21:40 +01:00
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varying vec3 eyeVec;
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2014-03-21 01:32:00 +01:00
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varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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2015-06-21 00:11:09 +02:00
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varying float area_enable_parallax;
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2014-03-21 01:32:00 +01:00
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2014-05-14 23:19:31 +02:00
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const float e = 2.718281828459;
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2014-03-21 01:32:00 +01:00
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const float BS = 10.0;
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2012-12-01 02:02:16 +01:00
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2015-06-14 23:09:20 +02:00
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float smoothCurve(float x)
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{
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return x * x * (3.0 - 2.0 * x);
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2014-05-14 23:19:31 +02:00
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}
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2015-06-14 23:09:20 +02:00
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float triangleWave(float x)
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{
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return abs(fract(x + 0.5) * 2.0 - 1.0);
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2014-05-14 23:19:31 +02:00
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}
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2015-06-14 23:09:20 +02:00
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float smoothTriangleWave(float x)
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{
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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2014-05-14 23:19:31 +02:00
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}
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2012-12-01 02:02:16 +01:00
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void main(void)
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{
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2014-05-14 23:19:31 +02:00
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gl_TexCoord[0] = gl_MultiTexCoord0;
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2015-06-21 00:11:09 +02:00
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//TODO: make offset depending on view angle and parallax uv displacement
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//thats for textures that doesnt align vertically, like dirt with grass
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//gl_TexCoord[0].y += 0.008;
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//Allow parallax/relief mapping only for certain kind of nodes
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//Variable is also used to control area of the effect
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2015-06-14 23:09:20 +02:00
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#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
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2015-06-21 00:11:09 +02:00
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area_enable_parallax = 1.0;
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2015-06-14 23:09:20 +02:00
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#else
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2015-06-21 00:11:09 +02:00
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area_enable_parallax = 0.0;
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2015-06-14 23:09:20 +02:00
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#endif
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#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
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2014-05-14 23:19:31 +02:00
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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2015-01-16 11:53:14 +01:00
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
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2014-05-14 23:19:31 +02:00
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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2015-01-16 11:53:14 +01:00
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/*
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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* And bufferize calcul to a float
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*/
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float pos2XpZ = pos2.x + pos2.z;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
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2014-05-14 23:19:31 +02:00
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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2015-01-16 11:53:14 +01:00
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/*
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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* And bufferize calcul to a float
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*/
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float pos2XpZ = pos2.x + pos2.z;
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
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2014-05-14 23:19:31 +02:00
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}
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gl_Position = mWorldViewProj * pos;
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2013-12-09 13:25:43 +01:00
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#else
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gl_Position = mWorldViewProj * gl_Vertex;
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#endif
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2013-12-03 17:21:40 +01:00
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2014-05-14 23:19:31 +02:00
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vPosition = gl_Position.xyz;
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2014-03-21 01:32:00 +01:00
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worldPosition = (mWorld * gl_Vertex).xyz;
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2015-06-14 23:09:20 +02:00
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// Don't generate heightmaps when too far from the eye
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2015-06-21 00:11:09 +02:00
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float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
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if (dist > 100.0) {
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area_enable_parallax = 0.0;
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2015-06-14 23:09:20 +02:00
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}
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2014-03-21 01:32:00 +01:00
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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2015-06-14 23:09:20 +02:00
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tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
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vec3 v;
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2014-03-21 01:32:00 +01:00
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lightVec = sunPosition - worldPosition;
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2015-06-14 23:09:20 +02:00
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v.x = dot(lightVec, tangent);
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v.y = dot(lightVec, binormal);
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v.z = dot(lightVec, normal);
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tsLightVec = v;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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v.x = dot(eyeVec, tangent);
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v.y = dot(eyeVec, binormal);
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v.z = dot(eyeVec, normal);
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tsEyeVec = v;
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2012-12-01 02:02:16 +01:00
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2014-12-06 22:13:31 +01:00
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vec4 color;
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 2.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 23.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
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2012-12-01 02:02:16 +01:00
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}
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