forked from Mirrorlandia_minetest/minetest
5fde69798c
1. Pass current camera offset to shader, so shader have access to the global coordinates 2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader 3. Delay animation timer wrap-around (from 100s to about 16 minutes)
229 lines
6.1 KiB
GLSL
229 lines
6.1 KiB
GLSL
uniform sampler2D baseTexture;
|
|
uniform sampler2D normalTexture;
|
|
uniform sampler2D textureFlags;
|
|
|
|
uniform vec4 skyBgColor;
|
|
uniform float fogDistance;
|
|
uniform vec3 eyePosition;
|
|
|
|
// The cameraOffset is the current center of the visible world.
|
|
uniform vec3 cameraOffset;
|
|
uniform float animationTimer;
|
|
|
|
varying vec3 vPosition;
|
|
// World position in the visible world (i.e. relative to the cameraOffset.)
|
|
// This can be used for many shader effects without loss of precision.
|
|
// If the absolute position is required it can be calculated with
|
|
// cameraOffset + worldPosition (for large coordinates the limits of float
|
|
// precision must be considered).
|
|
varying vec3 worldPosition;
|
|
varying float area_enable_parallax;
|
|
|
|
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;
|
|
const float fogStart = FOG_START;
|
|
const float fogShadingParameter = 1 / ( 1 - fogStart);
|
|
|
|
#ifdef ENABLE_TONE_MAPPING
|
|
|
|
/* Hable's UC2 Tone mapping parameters
|
|
A = 0.22;
|
|
B = 0.30;
|
|
C = 0.10;
|
|
D = 0.20;
|
|
E = 0.01;
|
|
F = 0.30;
|
|
W = 11.2;
|
|
equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F
|
|
*/
|
|
|
|
vec3 uncharted2Tonemap(vec3 x)
|
|
{
|
|
return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03333;
|
|
}
|
|
|
|
vec4 applyToneMapping(vec4 color)
|
|
{
|
|
color = vec4(pow(color.rgb, vec3(2.2)), color.a);
|
|
const float gamma = 1.6;
|
|
const float exposureBias = 5.5;
|
|
color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
|
|
// Precalculated white_scale from
|
|
//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
|
|
vec3 whiteScale = vec3(1.036015346);
|
|
color.rgb *= whiteScale;
|
|
return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
|
|
}
|
|
#endif
|
|
|
|
void get_texture_flags()
|
|
{
|
|
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
|
|
if (flags.r > 0.5) {
|
|
normalTexturePresent = true;
|
|
}
|
|
}
|
|
|
|
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);
|
|
return bump;
|
|
}
|
|
|
|
float find_intersection(vec2 dp, vec2 ds)
|
|
{
|
|
float depth = 1.0;
|
|
float best_depth = 0.0;
|
|
float size = 0.0625;
|
|
for (int i = 0; i < 15; i++) {
|
|
depth -= size;
|
|
float h = texture2D(normalTexture, dp + ds * depth).a;
|
|
if (depth <= h) {
|
|
best_depth = depth;
|
|
break;
|
|
}
|
|
}
|
|
depth = best_depth;
|
|
for (int i = 0; i < 4; i++) {
|
|
size *= 0.5;
|
|
float h = texture2D(normalTexture,dp + ds * depth).a;
|
|
if (depth <= h) {
|
|
best_depth = depth;
|
|
depth += size;
|
|
} else {
|
|
depth -= size;
|
|
}
|
|
}
|
|
return best_depth;
|
|
}
|
|
|
|
float find_intersectionRGB(vec2 dp, vec2 ds)
|
|
{
|
|
const float depth_step = 1.0 / 24.0;
|
|
float depth = 1.0;
|
|
for (int i = 0 ; i < 24 ; i++) {
|
|
float h = get_rgb_height(dp + ds * depth);
|
|
if (h >= depth)
|
|
break;
|
|
depth -= depth_step;
|
|
}
|
|
return depth;
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
vec3 color;
|
|
vec4 bump;
|
|
vec2 uv = gl_TexCoord[0].st;
|
|
bool use_normalmap = false;
|
|
get_texture_flags();
|
|
|
|
#ifdef ENABLE_PARALLAX_OCCLUSION
|
|
vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
|
|
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
|
|
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
|
|
|
|
#if PARALLAX_OCCLUSION_MODE == 0
|
|
// Parallax occlusion with slope information
|
|
if (normalTexturePresent && area_enable_parallax > 0.0) {
|
|
for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
|
|
vec4 normal = texture2D(normalTexture, uv.xy);
|
|
float h = normal.a * scale - bias;
|
|
uv += h * normal.z * eyeRay;
|
|
}
|
|
#endif
|
|
|
|
#if PARALLAX_OCCLUSION_MODE == 1
|
|
// Relief mapping
|
|
if (normalTexturePresent && area_enable_parallax > 0.0) {
|
|
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
|
|
float dist = find_intersection(uv, ds);
|
|
uv += dist * ds;
|
|
#endif
|
|
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
|
|
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
|
|
float dist = find_intersectionRGB(uv, ds);
|
|
uv += dist * ds;
|
|
}
|
|
#endif
|
|
|
|
#if USE_NORMALMAPS == 1
|
|
if (normalTexturePresent) {
|
|
bump = get_normal_map(uv);
|
|
use_normalmap = true;
|
|
}
|
|
#endif
|
|
|
|
#if GENERATE_NORMALMAPS == 1
|
|
if (normalTexturePresent == 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), 1.0);
|
|
float diffuse = dot(-E,bump.xyz);
|
|
color = (diffuse + 0.1 * specular) * base.rgb;
|
|
} else {
|
|
color = base.rgb;
|
|
}
|
|
#else
|
|
color = base.rgb;
|
|
#endif
|
|
|
|
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
|
|
|
|
#ifdef ENABLE_TONE_MAPPING
|
|
col = applyToneMapping(col);
|
|
#endif
|
|
|
|
// Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?),
|
|
// the fog will only be rendered correctly if the last operation before the
|
|
// clamp() is an addition. Else, the clamp() seems to be ignored.
|
|
// E.g. the following won't work:
|
|
// float clarity = clamp(fogShadingParameter
|
|
// * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0);
|
|
// As additions usually come for free following a multiplication, the new formula
|
|
// should be more efficient as well.
|
|
// Note: clarity = (1 - fogginess)
|
|
float clarity = clamp(fogShadingParameter
|
|
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
|
|
col = mix(skyBgColor, col, clarity);
|
|
col = vec4(col.rgb, base.a);
|
|
|
|
gl_FragColor = col;
|
|
}
|