Shaders for Android (GLES 2) (#10506)

Shader support for OpenGL ES 2 devices (Android)

Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
Vitaliy 2020-10-25 20:01:03 +03:00 committed by GitHub
parent 33b2c5f5b1
commit 707c8c1e95
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
17 changed files with 233 additions and 120 deletions

@ -64,10 +64,9 @@ task prepareAssets() {
copy {
from "${projRoot}/builtin" into "${assetsFolder}/builtin"
}
/*copy {
// ToDo: fix Minetest shaders that currently don't work with OpenGL ES
copy {
from "${projRoot}/client/shaders" into "${assetsFolder}/client/shaders"
}*/
}
copy {
from "../native/deps/Android/Irrlicht/shaders" into "${assetsFolder}/client/shaders/Irrlicht"
}

@ -154,15 +154,18 @@ local function formspec(tabview, name, tabdata)
"box[8,0;3.75,4.5;#999999]"
local video_driver = core.settings:get("video_driver")
local shaders_supported = video_driver == "opengl"
local shaders_enabled = false
if shaders_supported then
shaders_enabled = core.settings:get_bool("enable_shaders")
local shaders_enabled = core.settings:get_bool("enable_shaders")
if video_driver == "opengl" then
tab_string = tab_string ..
"checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";"
.. tostring(shaders_enabled) .. "]"
elseif video_driver == "ogles2" then
tab_string = tab_string ..
"checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders (experimental)") .. ";"
.. tostring(shaders_enabled) .. "]"
else
core.settings:set_bool("enable_shaders", false)
shaders_enabled = false
tab_string = tab_string ..
"label[8.38,0.2;" .. core.colorize("#888888",
fgettext("Shaders (unavailable)")) .. "]"

@ -658,8 +658,8 @@ texture_path (Texture path) path
# The rendering back-end for Irrlicht.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
# On other platforms, OpenGL is recommended, and its the only driver with
# shader support currently.
# On other platforms, OpenGL is recommended.
# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2
# Radius of cloud area stated in number of 64 node cloud squares.

@ -6,9 +6,11 @@ uniform sampler2D textureFlags;
#define rightImage normalTexture
#define maskImage textureFlags
varying mediump vec2 varTexCoord;
void main(void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 left = texture2D(leftImage, uv).rgba;
vec4 right = texture2D(rightImage, uv).rgba;
vec4 mask = texture2D(maskImage, uv).rgba;

@ -1,6 +1,7 @@
varying mediump vec2 varTexCoord;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
varTexCoord = inTexCoord0;
gl_Position = inVertexPosition;
}

@ -1,4 +1,6 @@
varying lowp vec4 varColor;
void main(void)
{
gl_FragColor = gl_Color;
gl_FragColor = varColor;
}

@ -1,9 +1,7 @@
uniform mat4 mWorldViewProj;
varying lowp vec4 varColor;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
gl_Position = mWorldViewProj * inVertexPosition;
varColor = inVertexColor;
}

@ -2,9 +2,12 @@ uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform vec3 yawVec;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
void main (void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
//texture sampling rate
const float step = 1.0 / 256.0;
@ -27,6 +30,6 @@ void main (void)
vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb;
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
col *= varColor;
gl_FragColor = vec4(col.rgb, base.a);
}

@ -1,9 +1,11 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
varTexCoord = inTexCoord0.st;
gl_Position = mWorldViewProj * inVertexPosition;
varColor = inVertexColor;
}

@ -15,11 +15,12 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);
#ifdef ENABLE_TONE_MAPPING
@ -56,13 +57,13 @@ vec4 applyToneMapping(vec4 color)
void main(void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) {
discard;
}
@ -70,7 +71,7 @@ void main(void)
color = base.rgb;
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);

@ -1,4 +1,3 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
// Color of the light emitted by the sun.
@ -16,7 +15,8 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
// Color of the light emitted by the light sources.
@ -81,13 +81,13 @@ float snoise(vec3 p)
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
varTexCoord = inTexCoord0.st;
float disp_x;
float disp_z;
// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
vec4 pos2 = mWorld * gl_Vertex;
vec4 pos2 = mWorld * inVertexPosition;
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
@ -96,43 +96,43 @@ void main(void)
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif
worldPosition = (mWorld * gl_Vertex).xyz;
worldPosition = (mWorld * inVertexPosition).xyz;
// 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
// Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly
// correspond to the old sine waves.
vec4 pos = gl_Vertex;
vec4 pos = inVertexPosition;
vec3 wavePos = worldPosition + cameraOffset;
// The waves are slightly compressed along the z-axis to get
// wave-fronts along the x-axis.
wavePos.x /= WATER_WAVE_LENGTH * 3;
wavePos.z /= WATER_WAVE_LENGTH * 2;
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
wavePos.x /= WATER_WAVE_LENGTH * 3.0;
wavePos.z /= WATER_WAVE_LENGTH * 2.0;
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos = inVertexPosition;
pos.x += disp_x;
pos.y += disp_z * 0.1;
pos.z += disp_z;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
if (gl_TexCoord[0].y < 0.05) {
vec4 pos = inVertexPosition;
if (varTexCoord.y < 0.05) {
pos.x += disp_x;
pos.z += disp_z;
}
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
gl_Position = mWorldViewProj * inVertexPosition;
#endif
vPosition = gl_Position.xyz;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;
// Calculate color.
// Red, green and blue components are pre-multiplied with
@ -141,16 +141,16 @@ void main(void)
// The pre-baked colors are halved to prevent overflow.
vec4 color;
// The alpha gives the ratio of sunlight in the incoming light.
float nightRatio = 1 - gl_Color.a;
color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2;
color.a = 1;
float nightRatio = 1.0 - inVertexColor.a;
color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp final_color_blend()
float brightness = (color.r + color.g + color.b) / 3;
float brightness = (color.r + color.g + color.b) / 3.0;
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
0.07 * brightness);
gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
varColor = clamp(color, 0.0, 1.0);
}

@ -8,6 +8,8 @@ uniform vec3 eyePosition;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@ -15,7 +17,7 @@ varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
const float fogShadingParameter = 1.0 / (1.0 - fogStart);
#ifdef ENABLE_TONE_MAPPING
@ -52,13 +54,14 @@ vec4 applyToneMapping(vec4 color)
void main(void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) {
discard;
}
@ -68,7 +71,7 @@ void main(void)
vec4 col = vec4(color.rgb, base.a);
col.rgb *= gl_Color.rgb;
col.rgb *= varColor.rgb;
col.rgb *= emissiveColor.rgb * vIDiff;

@ -1,4 +1,3 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
uniform vec3 eyePosition;
@ -7,6 +6,8 @@ uniform float animationTimer;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@ -18,31 +19,31 @@ float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;
if (normal.y < 0)
return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
if (normal.y < 0.0)
return dot(v, vec3(0.670820, 0.447213, 0.836660));
return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
return dot(v, vec3(0.670820, 1.000000, 0.836660));
}
void main(void)
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
varTexCoord = (mTexture * inTexCoord0).st;
gl_Position = mWorldViewProj * inVertexPosition;
vPosition = gl_Position.xyz;
vNormal = gl_Normal;
worldPosition = (mWorld * gl_Vertex).xyz;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
vNormal = inVertexNormal;
worldPosition = (mWorld * inVertexPosition).xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
vIDiff = length(gl_Normal) == 0.0
vIDiff = length(inVertexNormal) == 0.0
? 1.0
: directional_ambient(normalize(gl_Normal));
: directional_ambient(normalize(inVertexNormal));
#endif
gl_FrontColor = gl_BackColor = gl_Color;
varColor = inVertexColor;
}

@ -1,9 +1,12 @@
uniform sampler2D baseTexture;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
void main(void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 color = texture2D(baseTexture, uv);
color.rgb *= gl_Color.rgb;
color.rgb *= varColor.rgb;
gl_FragColor = color;
}

@ -1,9 +1,10 @@
uniform mat4 mWorldViewProj;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
varTexCoord = inTexCoord0.st;
gl_Position = mWorldViewProj * inVertexPosition;
gl_FrontColor = gl_BackColor = gl_Color;
varColor = inVertexColor;
}

@ -127,6 +127,7 @@ minetest.register_node("basenodes:water_source", {
description = "Water Source".."\n"..
"Drowning damage: 1",
drawtype = "liquid",
waving = 3,
tiles = {"default_water.png"},
special_tiles = {
{name = "default_water.png", backface_culling = false},
@ -152,6 +153,7 @@ minetest.register_node("basenodes:water_flowing", {
description = "Flowing Water".."\n"..
"Drowning damage: 1",
drawtype = "flowingliquid",
waving = 3,
tiles = {"default_water_flowing.png"},
special_tiles = {
{name = "default_water_flowing.png", backface_culling = false},
@ -178,6 +180,7 @@ minetest.register_node("basenodes:river_water_source", {
description = "River Water Source".."\n"..
"Drowning damage: 1",
drawtype = "liquid",
waving = 3,
tiles = { "default_river_water.png" },
special_tiles = {
{name = "default_river_water.png", backface_culling = false},
@ -205,6 +208,7 @@ minetest.register_node("basenodes:river_water_flowing", {
description = "Flowing River Water".."\n"..
"Drowning damage: 1",
drawtype = "flowingliquid",
waving = 3,
tiles = {"default_river_water_flowing.png"},
special_tiles = {
{name = "default_river_water_flowing.png", backface_culling = false},

@ -37,6 +37,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "log.h"
#include "gamedef.h"
#include "client/tile.h"
#include "config.h"
#if ENABLE_GLES
#ifdef _IRR_COMPILE_WITH_OGLES1_
@ -230,11 +231,24 @@ class MainShaderConstantSetter : public IShaderConstantSetter
{
CachedVertexShaderSetting<float, 16> m_world_view_proj;
CachedVertexShaderSetting<float, 16> m_world;
#if ENABLE_GLES
// Modelview matrix
CachedVertexShaderSetting<float, 16> m_world_view;
// Texture matrix
CachedVertexShaderSetting<float, 16> m_texture;
// Normal matrix
CachedVertexShaderSetting<float, 9> m_normal;
#endif
public:
MainShaderConstantSetter() :
m_world_view_proj("mWorldViewProj"),
m_world("mWorld")
m_world_view_proj("mWorldViewProj")
, m_world("mWorld")
#if ENABLE_GLES
, m_world_view("mWorldView")
, m_texture("mTexture")
, m_normal("mNormal")
#endif
{}
~MainShaderConstantSetter() = default;
@ -244,16 +258,6 @@ public:
video::IVideoDriver *driver = services->getVideoDriver();
sanity_check(driver);
// Set clip matrix
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if (is_highlevel)
m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
else
services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
// Set world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
if (is_highlevel)
@ -261,6 +265,35 @@ public:
else
services->setVertexShaderConstant(world.pointer(), 4, 4);
// Set clip matrix
core::matrix4 worldView;
worldView = driver->getTransform(video::ETS_VIEW);
worldView *= world;
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= worldView;
if (is_highlevel)
m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
else
services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
#if ENABLE_GLES
if (is_highlevel) {
core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
core::matrix4 normal;
worldView.getTransposed(normal);
sanity_check(normal.makeInverse());
float m[9] = {
normal[0], normal[1], normal[2],
normal[4], normal[5], normal[6],
normal[8], normal[9], normal[10],
};
m_normal.set(m, services);
}
#endif
}
};
@ -620,15 +653,62 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
return shaderinfo;
// Create shaders header
std::string shaders_header = "#version 120\n";
bool use_gles = false;
#if ENABLE_GLES
use_gles = driver->getDriverType() == video::EDT_OGLES2;
#endif
std::string shaders_header, vertex_header, pixel_header; // geometry shaders arent supported in GLES<3
if (use_gles) {
shaders_header =
"#version 100\n"
;
vertex_header = R"(
uniform highp mat4 mWorldView;
uniform highp mat4 mWorldViewProj;
uniform mediump mat4 mTexture;
uniform mediump mat3 mNormal;
attribute highp vec4 inVertexPosition;
attribute lowp vec4 inVertexColor;
attribute mediump vec4 inTexCoord0;
attribute mediump vec3 inVertexNormal;
attribute mediump vec4 inVertexTangent;
attribute mediump vec4 inVertexBinormal;
)";
pixel_header = R"(
precision mediump float;
)";
} else {
shaders_header = R"(
#version 120
#define lowp
#define mediump
#define highp
)";
vertex_header = R"(
#define mWorldView gl_ModelViewMatrix
#define mWorldViewProj gl_ModelViewProjectionMatrix
#define mTexture (gl_TextureMatrix[0])
#define mNormal gl_NormalMatrix
#define inVertexPosition gl_Vertex
#define inVertexColor gl_Color
#define inTexCoord0 gl_MultiTexCoord0
#define inVertexNormal gl_Normal
#define inVertexTangent gl_MultiTexCoord1
#define inVertexBinormal gl_MultiTexCoord2
)";
}
bool use_discard = use_gles;
#ifdef __unix__
// For renderers that should use discard instead of GL_ALPHA_TEST
const char* gl_renderer = (const char*)glGetString(GL_RENDERER);
if (strstr(gl_renderer, "GC7000")) {
shaders_header += "#define USE_DISCARD\n";
}
if (strstr(gl_renderer, "GC7000"))
use_discard = true;
#endif
if (use_discard && shaderinfo.base_material != video::EMT_SOLID)
shaders_header += "#define USE_DISCARD\n";
static const char* drawTypes[] = {
"NDT_NORMAL",
@ -654,7 +734,7 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
shaders_header += "#define ";
shaders_header += drawTypes[i];
shaders_header += " ";
shaders_header += itos(i);
shaders_header += std::to_string(i);
shaders_header += "\n";
}
@ -677,27 +757,27 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
shaders_header += "#define ";
shaders_header += materialTypes[i];
shaders_header += " ";
shaders_header += itos(i);
shaders_header += std::to_string(i);
shaders_header += "\n";
}
shaders_header += "#define MATERIAL_TYPE ";
shaders_header += itos(material_type);
shaders_header += std::to_string(material_type);
shaders_header += "\n";
shaders_header += "#define DRAW_TYPE ";
shaders_header += itos(drawtype);
shaders_header += std::to_string(drawtype);
shaders_header += "\n";
if (g_settings->getBool("enable_waving_water")){
shaders_header += "#define ENABLE_WAVING_WATER 1\n";
shaders_header += "#define WATER_WAVE_HEIGHT ";
shaders_header += ftos(g_settings->getFloat("water_wave_height"));
shaders_header += std::to_string(g_settings->getFloat("water_wave_height"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_LENGTH ";
shaders_header += ftos(g_settings->getFloat("water_wave_length"));
shaders_header += std::to_string(g_settings->getFloat("water_wave_length"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_SPEED ";
shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
shaders_header += std::to_string(g_settings->getFloat("water_wave_speed"));
shaders_header += "\n";
} else{
shaders_header += "#define ENABLE_WAVING_WATER 0\n";
@ -719,7 +799,7 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
shaders_header += "#define ENABLE_TONE_MAPPING\n";
shaders_header += "#define FOG_START ";
shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
shaders_header += std::to_string(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
shaders_header += "\n";
// Call addHighLevelShaderMaterial() or addShaderMaterial()
@ -727,11 +807,11 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
const c8* pixel_program_ptr = 0;
const c8* geometry_program_ptr = 0;
if (!vertex_program.empty()) {
vertex_program = shaders_header + vertex_program;
vertex_program = shaders_header + vertex_header + vertex_program;
vertex_program_ptr = vertex_program.c_str();
}
if (!pixel_program.empty()) {
pixel_program = shaders_header + pixel_program;
pixel_program = shaders_header + pixel_header + pixel_program;
pixel_program_ptr = pixel_program.c_str();
}
if (!geometry_program.empty()) {
@ -813,20 +893,32 @@ void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
geometry_program = "";
is_highlevel = false;
if(enable_shaders){
if (!enable_shaders)
return;
// Look for high level shaders
if(drivertype == video::EDT_DIRECT3D9){
switch (drivertype) {
case video::EDT_DIRECT3D9:
// Direct3D 9: HLSL
// (All shaders in one file)
vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
pixel_program = vertex_program;
geometry_program = vertex_program;
}
else if(drivertype == video::EDT_OPENGL){
break;
case video::EDT_OPENGL:
#if ENABLE_GLES
case video::EDT_OGLES2:
#endif
// OpenGL: GLSL
vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
break;
default:
// e.g. OpenGL ES 1 (with no shader support)
break;
}
if (!vertex_program.empty() || !pixel_program.empty() || !geometry_program.empty()){
is_highlevel = true;
@ -834,8 +926,6 @@ void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
}
}
}
void dumpShaderProgram(std::ostream &output_stream,
const std::string &program_type, const std::string &program)
{