forked from Mirrorlandia_minetest/minetest
Shaders: Remove unused water surface shader
Also remove hardcoded MTGame node. The 'water surface shader' was duplicated shader code in preparation for intended new water surface shaders. For development purposes the MTGame node 'default:water_source' had it's top tile assigned to 'water surface shader'. Due to shader duplication this commit does not cause any change to shader behaviour.
This commit is contained in:
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c1b3ed4180
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@ -1,176 +0,0 @@
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D textureFlags;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 tsEyeVec;
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varying vec3 lightVec;
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varying vec3 tsLightVec;
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bool normalTexturePresent = false;
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bool texTileableHorizontal = false;
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bool texTileableVertical = false;
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bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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/* Hable's UC2 Tone mapping parameters
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A = 0.22;
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B = 0.30;
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C = 0.10;
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D = 0.20;
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E = 0.01;
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F = 0.30;
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W = 11.2;
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equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
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*/
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vec3 uncharted2Tonemap(vec3 x)
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{
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return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334;
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}
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vec4 applyToneMapping(vec4 color)
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{
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color = vec4(pow(color.rgb, vec3(2.2)), color.a);
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const float gamma = 1.6;
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const float exposureBias = 5.5;
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color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
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// Precalculated white_scale from
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//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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vec3 whiteScale = vec3(1.036015346);
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color.rgb *= whiteScale;
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return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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}
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#endif
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void get_texture_flags()
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{
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vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
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if (flags.r > 0.5) {
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normalTexturePresent = true;
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}
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if (flags.g > 0.5) {
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texTileableHorizontal = true;
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}
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if (flags.b > 0.5) {
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texTileableVertical = true;
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}
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if (texTileableHorizontal && texTileableVertical) {
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texSeamless = true;
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}
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}
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float intensity(vec3 color)
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{
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return (color.r + color.g + color.b) / 3.0;
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}
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float get_rgb_height(vec2 uv)
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{
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return intensity(texture2D(baseTexture,uv).rgb);
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}
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vec4 get_normal_map(vec2 uv)
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{
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vec4 bump = texture2D(normalTexture, uv).rgba;
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bump.xyz = normalize(bump.xyz * 2.0 -1.0);
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bump.y = -bump.y;
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return bump;
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}
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void main(void)
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{
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vec3 color;
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vec4 bump;
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vec2 uv = gl_TexCoord[0].st;
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bool use_normalmap = false;
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get_texture_flags();
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#ifdef ENABLE_PARALLAX_OCCLUSION
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if (normalTexturePresent) {
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vec3 tsEye = normalize(tsEyeVec);
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float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
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uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
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}
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#endif
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#ifdef USE_NORMALMAPS
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if (normalTexturePresent) {
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bump = get_normal_map(uv);
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use_normalmap = true;
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}
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#endif
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#if GENERATE_NORMALMAPS == 1
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if (use_normalmap == false) {
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float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
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float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
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float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
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float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
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float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
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float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
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float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
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float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
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use_normalmap = true;
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}
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#endif
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vec4 base = texture2D(baseTexture, uv).rgba;
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap) {
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vec3 L = normalize(lightVec);
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
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float diffuse = dot(E,bump.xyz);
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/* Mathematic optimization
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* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
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* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
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* end: 2 multiplications + 3 additions)
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*/
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color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
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} else {
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color = base.rgb;
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}
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#else
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color = base.rgb;
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#endif
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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#ifdef ENABLE_TONE_MAPPING
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col = applyToneMapping(col);
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#endif
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// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
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// the fog will only be rendered correctly if the last operation before the
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// clamp() is an addition. Else, the clamp() seems to be ignored.
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// E.g. the following won't work:
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// float clarity = clamp(fogShadingParameter
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// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
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// As additions usually come for free following a multiplication, the new formula
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// should be more efficient as well.
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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col = vec4(col.rgb, base.a);
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gl_FragColor = col;
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}
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@ -1,137 +0,0 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mWorld;
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// Color of the light emitted by the sun.
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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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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// Color of the light emitted by the light sources.
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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const float e = 2.718281828459;
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const float BS = 10.0;
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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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}
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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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}
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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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}
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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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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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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/*
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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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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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/*
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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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}
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gl_Position = mWorldViewProj * pos;
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#else
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gl_Position = mWorldViewProj * gl_Vertex;
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#endif
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vPosition = gl_Position.xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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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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if (gl_Normal.x > 0.5) {
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// 1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.x < -0.5) {
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// -1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.y > 0.5) {
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// 0.0, 1.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.y < -0.5) {
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// 0.0, -1.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.z > 0.5) {
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// 0.0, 0.0, 1.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.z < -0.5) {
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// 0.0, 0.0, -1.0
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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lightVec = sunPosition - worldPosition;
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tsLightVec = lightVec * tbnMatrix;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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tsEyeVec = eyeVec * tbnMatrix;
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// Calculate color.
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// Red, green and blue components are pre-multiplied with
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// the brightness, so now we have to multiply these
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// colors with the color of the incoming light.
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// The pre-baked colors are halved to prevent overflow.
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vec4 color;
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// The alpha gives the ratio of sunlight in the incoming light.
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float nightRatio = 1 - gl_Color.a;
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color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2;
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color.a = 1;
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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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float brightness = (color.r + color.g + color.b) / 3;
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color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
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0.07 * brightness);
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gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
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}
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@ -670,7 +670,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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}
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bool is_liquid = false;
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bool is_water_surface = false;
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u8 material_type = (alpha == 255) ?
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TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
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@ -760,12 +759,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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break;
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}
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if (is_liquid) {
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if (is_liquid)
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material_type = (alpha == 255) ?
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TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
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if (name == "default:water_source")
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is_water_surface = true;
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}
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// Vertex alpha is no longer supported, correct if necessary.
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correctAlpha();
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@ -776,11 +772,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
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material_type, drawtype);
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}
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if (is_water_surface) {
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tile_shader[0] = shdsrc->getShader("water_surface_shader",
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material_type, drawtype);
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}
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// Tiles (fill in f->tiles[])
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for (u16 j = 0; j < 6; j++) {
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fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],
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