forked from Mirrorlandia_minetest/minetest
200 lines
5.8 KiB
GLSL
200 lines
5.8 KiB
GLSL
uniform mat4 mWorldViewProj;
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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 vec3 eyeVec;
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varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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varying float area_enable_parallax;
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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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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
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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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gl_TexCoord[0] = gl_MultiTexCoord0;
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//TODO: make offset depending on view angle and parallax uv displacement
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//thats for textures that doesnt align vertically, like dirt with grass
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//gl_TexCoord[0].y += 0.008;
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//Allow parallax/relief mapping only for certain kind of nodes
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//Variable is also used to control area of the effect
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#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
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area_enable_parallax = 1.0;
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#else
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area_enable_parallax = 0.0;
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#endif
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float disp_x;
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float disp_z;
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || \
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(MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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vec4 pos2 = mWorld * gl_Vertex;
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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 * gl_Vertex).xyz;
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
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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 = gl_Vertex;
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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;
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wavePos.z /= WATER_WAVE_LENGTH * 2;
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wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
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pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
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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 = gl_Vertex;
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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 = gl_Vertex;
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if (gl_TexCoord[0].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 * gl_Vertex;
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#endif
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vPosition = gl_Position.xyz;
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// Don't generate heightmaps when too far from the eye
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float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);
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if (dist > 150.0) {
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area_enable_parallax = 0.0;
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}
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
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vec3 v;
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lightVec = sunPosition - worldPosition;
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v.x = dot(lightVec, tangent);
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v.y = dot(lightVec, binormal);
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v.z = dot(lightVec, normal);
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tsLightVec = normalize (v);
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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v.x = dot(eyeVec, tangent);
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v.y = dot(eyeVec, binormal);
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v.z = dot(eyeVec, normal);
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tsEyeVec = normalize (v);
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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 - gl_Color.a;
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color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2;
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color.a = 1;
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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;
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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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gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
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}
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