forked from Mirrorlandia_minetest/minetest
6c98fd6658
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.
136 lines
4.8 KiB
GLSL
136 lines
4.8 KiB
GLSL
uniform mat4 mWorldViewProj;
|
|
uniform mat4 mInvWorld;
|
|
uniform mat4 mTransWorld;
|
|
uniform mat4 mWorld;
|
|
|
|
uniform float dayNightRatio;
|
|
uniform vec3 eyePosition;
|
|
uniform float animationTimer;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 worldPosition;
|
|
|
|
varying vec3 eyeVec;
|
|
varying vec3 lightVec;
|
|
varying vec3 tsEyeVec;
|
|
varying vec3 tsLightVec;
|
|
|
|
const float e = 2.718281828459;
|
|
const float BS = 10.0;
|
|
|
|
float smoothCurve( float x ) {
|
|
return x * x *( 3.0 - 2.0 * x );
|
|
}
|
|
float triangleWave( float x ) {
|
|
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
|
|
}
|
|
float smoothTriangleWave( float x ) {
|
|
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
|
|
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
|
|
vec4 pos = gl_Vertex;
|
|
pos.y -= 2.0;
|
|
pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
|
|
+ sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
|
|
gl_Position = mWorldViewProj * pos;
|
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
|
vec4 pos = gl_Vertex;
|
|
vec4 pos2 = mWorld * gl_Vertex;
|
|
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
|
|
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
|
|
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
|
|
gl_Position = mWorldViewProj * pos;
|
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
|
vec4 pos = gl_Vertex;
|
|
vec4 pos2 = mWorld * gl_Vertex;
|
|
if (gl_TexCoord[0].y < 0.05) {
|
|
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
|
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
|
}
|
|
gl_Position = mWorldViewProj * pos;
|
|
#else
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
#endif
|
|
|
|
vPosition = gl_Position.xyz;
|
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
|
|
|
vec3 normal, tangent, binormal;
|
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
if (gl_Normal.x > 0.5) {
|
|
// 1.0, 0.0, 0.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
|
} else if (gl_Normal.x < -0.5) {
|
|
// -1.0, 0.0, 0.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
|
} else if (gl_Normal.y > 0.5) {
|
|
// 0.0, 1.0, 0.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
|
} else if (gl_Normal.y < -0.5) {
|
|
// 0.0, -1.0, 0.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
|
} else if (gl_Normal.z > 0.5) {
|
|
// 0.0, 0.0, 1.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
|
} else if (gl_Normal.z < -0.5) {
|
|
// 0.0, 0.0, -1.0
|
|
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
|
}
|
|
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
|
|
tangent.y, binormal.y, normal.y,
|
|
tangent.z, binormal.z, normal.z);
|
|
|
|
lightVec = sunPosition - worldPosition;
|
|
tsLightVec = lightVec * tbnMatrix;
|
|
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
tsEyeVec = eyeVec * tbnMatrix;
|
|
|
|
vec4 color;
|
|
float day = gl_Color.r;
|
|
float night = gl_Color.g;
|
|
float light_source = gl_Color.b;
|
|
|
|
float rg = mix(night, day, dayNightRatio);
|
|
rg += light_source * 2.5; // Make light sources brighter
|
|
float b = rg;
|
|
|
|
// Moonlight is blue
|
|
b += (day - night) / 13.0;
|
|
rg -= (day - night) / 23.0;
|
|
|
|
// Emphase blue a bit in darker places
|
|
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
|
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
|
|
|
|
// Artificial light is yellow-ish
|
|
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
|
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
|
|
|
|
color.r = clamp(rg,0.0,1.0);
|
|
color.g = clamp(rg,0.0,1.0);
|
|
color.b = clamp(b,0.0,1.0);
|
|
|
|
#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
|
|
// Make sides and bottom darker than the top
|
|
color = color * color; // SRGB -> Linear
|
|
if(gl_Normal.y <= 0.5)
|
|
color *= 0.6;
|
|
color = sqrt(color); // Linear -> SRGB
|
|
#endif
|
|
|
|
color.a = gl_Color.a;
|
|
gl_FrontColor = gl_BackColor = color;
|
|
}
|