Improved faces shading with and without shaders.

This commit is contained in:
RealBadAngel 2014-06-16 18:51:01 +02:00
parent 9f46cb6745
commit a0f78659f3
5 changed files with 52 additions and 45 deletions

@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
float alpha = gl_Color.a; float alpha = gl_Color.a;
vec4 col = vec4(color.rgb, alpha); vec4 col = vec4(color.rgb, alpha);
col *= gl_Color; col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){ if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d); alpha = mix(alpha, 0.0, d);
@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#else #else
vec4 col = vec4(color.rgb, base.a); vec4 col = vec4(color.rgb, base.a);
col *= gl_Color; col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){ if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d); col = mix(col, skyBgColor, d);

@ -63,28 +63,35 @@ void main(void)
vec3 normal, tangent, binormal; vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal); normal = normalize(gl_NormalMatrix * gl_Normal);
float tileContrast = 1.0;
if (gl_Normal.x > 0.5) { if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0 // 1.0, 0.0, 0.0
tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) { } else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0 // -1.0, 0.0, 0.0
tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) { } else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0 // 0.0, 1.0, 0.0
tileContrast = 1.2;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) { } else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0 // 0.0, -1.0, 0.0
tileContrast = 0.3;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) { } else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0 // 0.0, 0.0, 1.0
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) { } else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0 // 0.0, 0.0, -1.0
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} }
@ -108,7 +115,7 @@ void main(void)
// Moonlight is blue // Moonlight is blue
b += (day - night) / 13.0; b += (day - night) / 13.0;
rg -= (day - night) / 23.0; rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places // Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend() // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
@ -118,18 +125,17 @@ void main(void)
// See C++ implementation in mapblock_mesh.cpp finalColorBlend() // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = clamp(rg,0.0,1.0); color.r = rg;
color.g = clamp(rg,0.0,1.0); color.g = rg;
color.b = clamp(b,0.0,1.0); color.b = b;
#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) #if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top // Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5) color *= tileContrast;
color *= 0.6;
color = sqrt(color); // Linear -> SRGB color = sqrt(color); // Linear -> SRGB
#endif #endif
color.a = gl_Color.a; color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color; gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
} }

@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
float alpha = gl_Color.a; float alpha = gl_Color.a;
vec4 col = vec4(color.rgb, alpha); vec4 col = vec4(color.rgb, alpha);
col *= gl_Color; col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){ if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d); alpha = mix(alpha, 0.0, d);
@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#else #else
vec4 col = vec4(color.rgb, base.a); vec4 col = vec4(color.rgb, base.a);
col *= gl_Color; col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){ if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d); col = mix(col, skyBgColor, d);

@ -63,28 +63,35 @@ void main(void)
vec3 normal, tangent, binormal; vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal); normal = normalize(gl_NormalMatrix * gl_Normal);
float tileContrast = 1.0;
if (gl_Normal.x > 0.5) { if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0 // 1.0, 0.0, 0.0
tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.x < -0.5) { } else if (gl_Normal.x < -0.5) {
// -1.0, 0.0, 0.0 // -1.0, 0.0, 0.0
tileContrast = 0.8;
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.y > 0.5) { } else if (gl_Normal.y > 0.5) {
// 0.0, 1.0, 0.0 // 0.0, 1.0, 0.0
tileContrast = 1.2;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.y < -0.5) { } else if (gl_Normal.y < -0.5) {
// 0.0, -1.0, 0.0 // 0.0, -1.0, 0.0
tileContrast = 0.3;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
} else if (gl_Normal.z > 0.5) { } else if (gl_Normal.z > 0.5) {
// 0.0, 0.0, 1.0 // 0.0, 0.0, 1.0
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} else if (gl_Normal.z < -0.5) { } else if (gl_Normal.z < -0.5) {
// 0.0, 0.0, -1.0 // 0.0, 0.0, -1.0
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
} }
@ -108,7 +115,7 @@ void main(void)
// Moonlight is blue // Moonlight is blue
b += (day - night) / 13.0; b += (day - night) / 13.0;
rg -= (day - night) / 23.0; rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places // Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend() // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
@ -118,18 +125,17 @@ void main(void)
// See C++ implementation in mapblock_mesh.cpp finalColorBlend() // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065); rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = clamp(rg,0.0,1.0); color.r = rg;
color.g = clamp(rg,0.0,1.0); color.g = rg;
color.b = clamp(b,0.0,1.0); color.b = b;
#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) #if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top // Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5) color *= tileContrast;
color *= 0.6;
color = sqrt(color); // Linear -> SRGB color = sqrt(color); // Linear -> SRGB
#endif #endif
color.a = gl_Color.a; color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color; gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
} }

@ -1397,13 +1397,32 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
u8 night = j->second.second; u8 night = j->second.second;
finalColorBlend(vertices[vertexIndex].Color, finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio); day, night, daynight_ratio);
// Brighten topside (no shaders) // Make sides and bottom darker than the top
if(vertices[vertexIndex].Normal.Y > 0.5) video::SColor &vc = vertices[vertexIndex].Color;
{ if(vertices[vertexIndex].Normal.Y > 0.5) {
video::SColor &vc = vertices[vertexIndex].Color; vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0));
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0)); vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0)); vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0)); } else if (vertices[vertexIndex].Normal.Y < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0));
} else if (vertices[vertexIndex].Normal.X > 0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
} else if (vertices[vertexIndex].Normal.X < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
} else if (vertices[vertexIndex].Normal.Z > 0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
} else if (vertices[vertexIndex].Normal.Z < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
} }
} }
} }