forked from Mirrorlandia_minetest/minetest
Nodes shader: Decrease amplitude of waving leaves and plants
Fix initialisation of variable 'disp' Fix a few minor code style issues Add independent X motion combining 2 prime frequencies
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@ -15,7 +15,6 @@ varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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varying vec3 tsLightVec;
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varying float area_enable_parallax;
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varying float area_enable_parallax;
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varying float disp;
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const float e = 2.718281828459;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float BS = 10.0;
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@ -55,12 +54,16 @@ void main(void)
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#endif
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#endif
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float disp_x;
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float disp_z;
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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vec4 pos2 = mWorld * gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
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float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
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disp = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
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disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
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smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
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disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
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smoothTriangleWave(animationTimer * 29.0 + tOffset) +
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smoothTriangleWave(animationTimer * 29.0 + tOffset) +
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9;
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
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#endif
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#endif
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@ -72,14 +75,15 @@ void main(void)
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gl_Position = mWorldViewProj * pos;
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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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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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vec4 pos = gl_Vertex;
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pos.x += disp * 0.1;
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pos.x += disp_x;
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pos.y += disp * 0.1;
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pos.y += disp_z * 0.1;
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pos.z += disp;
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pos.z += disp_z;
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gl_Position = mWorldViewProj * pos;
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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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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = gl_Vertex;
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vec4 pos = gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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if (gl_TexCoord[0].y < 0.05) {
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pos.z += disp;
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pos.x += disp_x;
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pos.z += disp_z;
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}
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}
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gl_Position = mWorldViewProj * pos;
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gl_Position = mWorldViewProj * pos;
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#else
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#else
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@ -91,7 +95,7 @@ void main(void)
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worldPosition = (mWorld * gl_Vertex).xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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// Don't generate heightmaps when too far from the eye
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// Don't generate heightmaps when too far from the eye
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float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
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float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);
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if (dist > 150.0) {
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if (dist > 150.0) {
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area_enable_parallax = 0.0;
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area_enable_parallax = 0.0;
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}
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}
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@ -132,16 +136,16 @@ void main(void)
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// Emphase blue a bit in darker places
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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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// 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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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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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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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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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.r = rg;
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color.g = rg;
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color.g = rg;
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color.b = b;
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color.b = b;
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color.a = gl_Color.a;
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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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gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
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}
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}
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