forked from Mirrorlandia_minetest/minetest
99 lines
2.3 KiB
GLSL
99 lines
2.3 KiB
GLSL
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec3 tangent;
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vec3 binormal;
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vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
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vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
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if( length(c1)>length(c2) )
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{
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tangent = c1;
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}
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else
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{
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tangent = c2;
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}
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tangent = normalize(tangent);
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//binormal = cross(gl_Normal, tangent);
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//binormal = normalize(binormal);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 1.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
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vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
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//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
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//vec3 b1 = cross(n1, t1);
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vec3 v;
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vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 vVec = -vVertex;
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//v.x = dot(vVec, t1);
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//v.y = dot(vVec, b1);
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//v.z = dot(vVec, n1);
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//viewVec = vVec;
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viewVec = normalize(vec3(0.0, -0.4, 0.5));
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//Vector representing the 0th texture coordinate passed to fragment shader
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//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
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// Transform the current vertex
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//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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