forked from Mirrorlandia_minetest/minetest
707c8c1e95
Shader support for OpenGL ES 2 devices (Android) Co-authored-by: sfan5 <sfan5@live.de>
157 lines
4.8 KiB
GLSL
157 lines
4.8 KiB
GLSL
uniform mat4 mWorld;
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// Color of the light emitted by the sun.
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform float animationTimer;
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varying vec3 vPosition;
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// World position in the visible world (i.e. relative to the cameraOffset.)
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// This can be used for many shader effects without loss of precision.
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// If the absolute position is required it can be calculated with
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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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varying vec3 eyeVec;
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// Color of the light emitted by the light sources.
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const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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const float e = 2.718281828459;
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const float BS = 10.0;
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float smoothCurve(float x)
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{
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return x * x * (3.0 - 2.0 * x);
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}
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float triangleWave(float x)
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{
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return abs(fract(x + 0.5) * 2.0 - 1.0);
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}
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float smoothTriangleWave(float x)
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{
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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}
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// OpenGL < 4.3 does not support continued preprocessor lines
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#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
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//
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// Simple, fast noise function.
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// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
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//
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vec4 perm(vec4 x)
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{
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return mod(((x * 34.0) + 1.0) * x, 289.0);
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}
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float snoise(vec3 p)
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{
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vec3 a = floor(p);
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vec3 d = p - a;
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d = d * d * (3.0 - 2.0 * d);
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vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
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vec4 k1 = perm(b.xyxy);
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vec4 k2 = perm(k1.xyxy + b.zzww);
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vec4 c = k2 + a.zzzz;
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vec4 k3 = perm(c);
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vec4 k4 = perm(c + 1.0);
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vec4 o1 = fract(k3 * (1.0 / 41.0));
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vec4 o2 = fract(k4 * (1.0 / 41.0));
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vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
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vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
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return o4.y * d.y + o4.x * (1.0 - d.y);
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}
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#endif
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void main(void)
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{
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varTexCoord = inTexCoord0.st;
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float disp_x;
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float disp_z;
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// OpenGL < 4.3 does not support continued preprocessor lines
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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vec4 pos2 = mWorld * inVertexPosition;
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float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
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disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
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smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
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disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
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smoothTriangleWave(animationTimer * 29.0 + tOffset) +
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
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#endif
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worldPosition = (mWorld * inVertexPosition).xyz;
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// OpenGL < 4.3 does not support continued preprocessor lines
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#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
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// Generate waves with Perlin-type noise.
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// The constants are calibrated such that they roughly
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// correspond to the old sine waves.
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vec4 pos = inVertexPosition;
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vec3 wavePos = worldPosition + cameraOffset;
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// The waves are slightly compressed along the z-axis to get
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// wave-fronts along the x-axis.
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wavePos.x /= WATER_WAVE_LENGTH * 3.0;
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wavePos.z /= WATER_WAVE_LENGTH * 2.0;
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wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
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pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = inVertexPosition;
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pos.x += disp_x;
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pos.y += disp_z * 0.1;
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pos.z += disp_z;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = inVertexPosition;
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if (varTexCoord.y < 0.05) {
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pos.x += disp_x;
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pos.z += disp_z;
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}
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gl_Position = mWorldViewProj * pos;
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#else
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gl_Position = mWorldViewProj * inVertexPosition;
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#endif
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vPosition = gl_Position.xyz;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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// Calculate color.
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// Red, green and blue components are pre-multiplied with
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// the brightness, so now we have to multiply these
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// colors with the color of the incoming light.
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// The pre-baked colors are halved to prevent overflow.
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vec4 color;
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// The alpha gives the ratio of sunlight in the incoming light.
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float nightRatio = 1.0 - inVertexColor.a;
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color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2.0;
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color.a = 1.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp final_color_blend()
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float brightness = (color.r + color.g + color.b) / 3.0;
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color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
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0.07 * brightness);
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varColor = clamp(color, 0.0, 1.0);
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}
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