forked from Mirrorlandia_minetest/minetest
Improved faces shading with and without shaders.
This commit is contained in:
parent
9f46cb6745
commit
a0f78659f3
@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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float alpha = gl_Color.a;
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float alpha = gl_Color.a;
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vec4 col = vec4(color.rgb, alpha);
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vec4 col = vec4(color.rgb, alpha);
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col *= gl_Color;
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / e;
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col.g = 1.0 - exp(1.0 - col.g) / e;
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col.b = 1.0 - exp(1.0 - col.b) / e;
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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alpha = mix(alpha, 0.0, d);
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@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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#else
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#else
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vec4 col = vec4(color.rgb, base.a);
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / e;
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col.g = 1.0 - exp(1.0 - col.g) / e;
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col.b = 1.0 - exp(1.0 - col.b) / e;
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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col = mix(col, skyBgColor, d);
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@ -63,28 +63,35 @@ void main(void)
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vec3 normal, tangent, binormal;
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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normal = normalize(gl_NormalMatrix * gl_Normal);
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float tileContrast = 1.0;
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if (gl_Normal.x > 0.5) {
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if (gl_Normal.x > 0.5) {
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// 1.0, 0.0, 0.0
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// 1.0, 0.0, 0.0
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tileContrast = 0.8;
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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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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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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} else if (gl_Normal.x < -0.5) {
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// -1.0, 0.0, 0.0
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// -1.0, 0.0, 0.0
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tileContrast = 0.8;
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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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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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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} else if (gl_Normal.y > 0.5) {
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// 0.0, 1.0, 0.0
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// 0.0, 1.0, 0.0
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tileContrast = 1.2;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 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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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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} else if (gl_Normal.y < -0.5) {
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// 0.0, -1.0, 0.0
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// 0.0, -1.0, 0.0
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tileContrast = 0.3;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 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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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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} else if (gl_Normal.z > 0.5) {
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// 0.0, 0.0, 1.0
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// 0.0, 0.0, 1.0
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tileContrast = 0.5;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 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, -1.0, 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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} else if (gl_Normal.z < -0.5) {
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// 0.0, 0.0, -1.0
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// 0.0, 0.0, -1.0
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tileContrast = 0.5;
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 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, -1.0, 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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}
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@ -108,7 +115,7 @@ void main(void)
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// Moonlight is blue
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// Moonlight is blue
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b += (day - night) / 13.0;
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b += (day - night) / 13.0;
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rg -= (day - night) / 23.0;
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rg -= (day - night) / 13.0;
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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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@ -118,18 +125,17 @@ void main(void)
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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 = clamp(rg,0.0,1.0);
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color.r = rg;
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color.g = clamp(rg,0.0,1.0);
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color.g = rg;
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color.b = clamp(b,0.0,1.0);
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color.b = b;
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#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
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#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
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// Make sides and bottom darker than the top
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= tileContrast;
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color *= 0.6;
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color = sqrt(color); // Linear -> SRGB
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color = sqrt(color); // Linear -> SRGB
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#endif
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#endif
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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 = color;
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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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@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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float alpha = gl_Color.a;
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float alpha = gl_Color.a;
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vec4 col = vec4(color.rgb, alpha);
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vec4 col = vec4(color.rgb, alpha);
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col *= gl_Color;
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / e;
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col.g = 1.0 - exp(1.0 - col.g) / e;
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col.b = 1.0 - exp(1.0 - col.b) / e;
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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alpha = mix(alpha, 0.0, d);
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@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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#else
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#else
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vec4 col = vec4(color.rgb, base.a);
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vec4 col = vec4(color.rgb, base.a);
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col *= gl_Color;
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / e;
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col.g = 1.0 - exp(1.0 - col.g) / e;
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col.b = 1.0 - exp(1.0 - col.b) / e;
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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col = mix(col, skyBgColor, d);
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@ -63,28 +63,35 @@ void main(void)
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vec3 normal, tangent, binormal;
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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normal = normalize(gl_NormalMatrix * gl_Normal);
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float tileContrast = 1.0;
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if (gl_Normal.x > 0.5) {
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if (gl_Normal.x > 0.5) {
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// 1.0, 0.0, 0.0
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// 1.0, 0.0, 0.0
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tileContrast = 0.8;
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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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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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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} else if (gl_Normal.x < -0.5) {
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// -1.0, 0.0, 0.0
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// -1.0, 0.0, 0.0
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tileContrast = 0.8;
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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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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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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} else if (gl_Normal.y > 0.5) {
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// 0.0, 1.0, 0.0
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// 0.0, 1.0, 0.0
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tileContrast = 1.2;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 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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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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} else if (gl_Normal.y < -0.5) {
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// 0.0, -1.0, 0.0
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// 0.0, -1.0, 0.0
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tileContrast = 0.3;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 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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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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} else if (gl_Normal.z > 0.5) {
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// 0.0, 0.0, 1.0
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// 0.0, 0.0, 1.0
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tileContrast = 0.5;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 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, -1.0, 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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} else if (gl_Normal.z < -0.5) {
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// 0.0, 0.0, -1.0
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// 0.0, 0.0, -1.0
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tileContrast = 0.5;
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 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, -1.0, 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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}
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@ -108,7 +115,7 @@ void main(void)
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// Moonlight is blue
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// Moonlight is blue
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b += (day - night) / 13.0;
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b += (day - night) / 13.0;
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rg -= (day - night) / 23.0;
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rg -= (day - night) / 13.0;
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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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@ -118,18 +125,17 @@ void main(void)
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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 = clamp(rg,0.0,1.0);
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color.r = rg;
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color.g = clamp(rg,0.0,1.0);
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color.g = rg;
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color.b = clamp(b,0.0,1.0);
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color.b = b;
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#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
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#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
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// Make sides and bottom darker than the top
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= tileContrast;
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color *= 0.6;
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color = sqrt(color); // Linear -> SRGB
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color = sqrt(color); // Linear -> SRGB
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#endif
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#endif
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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 = color;
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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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@ -1397,13 +1397,32 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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u8 night = j->second.second;
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u8 night = j->second.second;
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finalColorBlend(vertices[vertexIndex].Color,
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finalColorBlend(vertices[vertexIndex].Color,
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day, night, daynight_ratio);
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day, night, daynight_ratio);
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// Brighten topside (no shaders)
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// Make sides and bottom darker than the top
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if(vertices[vertexIndex].Normal.Y > 0.5)
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video::SColor &vc = vertices[vertexIndex].Color;
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{
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if(vertices[vertexIndex].Normal.Y > 0.5) {
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video::SColor &vc = vertices[vertexIndex].Color;
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vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0));
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vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
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} else if (vertices[vertexIndex].Normal.Y < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0));
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} else if (vertices[vertexIndex].Normal.X > 0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
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} else if (vertices[vertexIndex].Normal.X < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
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} else if (vertices[vertexIndex].Normal.Z > 0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
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} else if (vertices[vertexIndex].Normal.Z < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
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}
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}
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}
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}
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}
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}
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