Node vertex shader: Properly use the waved world position (#12665)

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DS 2022-08-10 18:04:12 +02:00 committed by GitHub
parent bcc56803d7
commit df1d215f48
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@ -165,41 +165,34 @@ void main(void)
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5; smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif #endif
worldPosition = (mWorld * inVertexPosition).xyz; vec4 pos = inVertexPosition;
// OpenGL < 4.3 does not support continued preprocessor lines // 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 #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. // Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly // The constants are calibrated such that they roughly
// correspond to the old sine waves. // correspond to the old sine waves.
vec4 pos = inVertexPosition; vec3 wavePos = (mWorld * pos).xyz + cameraOffset;
vec3 wavePos = worldPosition + cameraOffset;
// The waves are slightly compressed along the z-axis to get // The waves are slightly compressed along the z-axis to get
// wave-fronts along the x-axis. // wave-fronts along the x-axis.
wavePos.x /= WATER_WAVE_LENGTH * 3.0; wavePos.x /= WATER_WAVE_LENGTH * 3.0;
wavePos.z /= WATER_WAVE_LENGTH * 2.0; wavePos.z /= WATER_WAVE_LENGTH * 2.0;
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0; wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0; 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 #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = inVertexPosition;
pos.x += disp_x; pos.x += disp_x;
pos.y += disp_z * 0.1; pos.y += disp_z * 0.1;
pos.z += disp_z; pos.z += disp_z;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = inVertexPosition;
if (varTexCoord.y < 0.05) { if (varTexCoord.y < 0.05) {
pos.x += disp_x; pos.x += disp_x;
pos.z += disp_z; pos.z += disp_z;
} }
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * inVertexPosition;
#endif #endif
worldPosition = (mWorld * pos).xyz;
gl_Position = mWorldViewProj * pos;
vPosition = gl_Position.xyz; vPosition = gl_Position.xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz; eyeVec = -(mWorldView * pos).xyz;
vNormal = inVertexNormal; vNormal = inVertexNormal;
// Calculate color. // Calculate color.
@ -228,13 +221,20 @@ void main(void)
#ifdef ENABLE_DYNAMIC_SHADOWS #ifdef ENABLE_DYNAMIC_SHADOWS
if (f_shadow_strength > 0.0) { if (f_shadow_strength > 0.0) {
#if MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
// The shadow shaders don't apply waving when creating the shadow-map.
// We are using the not waved inVertexPosition to avoid ugly self-shadowing.
vec4 shadow_pos = inVertexPosition;
#else
vec4 shadow_pos = pos;
#endif
vec3 nNormal; vec3 nNormal;
f_normal_length = length(vNormal); f_normal_length = length(vNormal);
/* normalOffsetScale is in world coordinates (1/10th of a meter) /* normalOffsetScale is in world coordinates (1/10th of a meter)
z_bias is in light space coordinates */ z_bias is in light space coordinates */
float normalOffsetScale, z_bias; float normalOffsetScale, z_bias;
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition)); float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
if (f_normal_length > 0.0) { if (f_normal_length > 0.0) {
nNormal = normalize(vNormal); nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection); cosLight = dot(nNormal, -v_LightDirection);
@ -252,7 +252,7 @@ void main(void)
} }
z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar; z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz; shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (shadow_pos + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias; shadow_position.z -= z_bias;
perspective_factor = pFactor; perspective_factor = pFactor;