minetest/client/shaders/water_surface_shader/opengl_fragment.glsl
RealBadAngel 6c98fd6658 Unite nodes shaders.
Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
2014-06-15 05:40:33 +02:00

129 lines
3.5 KiB
GLSL

uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
const float e = 2.718281828459;
const float BS = 10.0;
float intensity (vec3 color){
return (color.r + color.g + color.b) / 3.0;
}
float get_rgb_height (vec2 uv){
return intensity(texture2D(baseTexture,uv).rgb);
}
vec4 get_normal_map(vec2 uv){
vec4 bump = texture2D(normalTexture, uv).rgba;
bump.xyz = normalize(bump.xyz * 2.0 -1.0);
bump.y = -bump.y;
return bump;
}
void main (void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
normalTexturePresent = true;
}
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
if (normalTexturePresent){
vec3 tsEye = normalize(tsEyeVec);
float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
}
#endif
#ifdef USE_NORMALMAPS
if (normalTexturePresent){
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif
#ifdef GENERATE_NORMALMAPS
if (use_normalmap == false){
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
use_normalmap = true;
}
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap){
vec3 L = normalize(lightVec);
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
float alpha = gl_Color.a;
vec4 col = vec4(color.rgb, alpha);
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){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
gl_FragColor = vec4(col.rgb, alpha);
#else
vec4 col = vec4(color.rgb, base.a);
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){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
gl_FragColor = vec4(col.rgb, base.a);
#endif
}