forked from Mirrorlandia_minetest/minetest
277 lines
8.4 KiB
GLSL
277 lines
8.4 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 vNormal;
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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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// The centroid keyword ensures that after interpolation the texture coordinates
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// lie within the same bounds when MSAA is en- and disabled.
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// This fixes the stripes problem with nearest-neighbor textures and MSAA.
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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#ifdef ENABLE_DYNAMIC_SHADOWS
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// shadow uniforms
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uniform vec3 v_LightDirection;
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uniform float f_textureresolution;
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uniform mat4 m_ShadowViewProj;
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uniform float f_shadowfar;
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uniform float f_shadow_strength;
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uniform float f_timeofday;
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uniform vec4 CameraPos;
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varying float cosLight;
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varying float normalOffsetScale;
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varying float adj_shadow_strength;
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varying float f_normal_length;
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varying vec3 shadow_position;
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varying float perspective_factor;
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#endif
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varying float area_enable_parallax;
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varying vec3 eyeVec;
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varying float nightRatio;
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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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uniform float xyPerspectiveBias0;
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uniform float xyPerspectiveBias1;
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uniform float zPerspectiveBias;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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vec4 getRelativePosition(in vec4 position)
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{
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vec2 l = position.xy - CameraPos.xy;
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vec2 s = l / abs(l);
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s = (1.0 - s * CameraPos.xy);
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l /= s;
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return vec4(l, s);
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}
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float getPerspectiveFactor(in vec4 relativePosition)
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{
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float pDistance = length(relativePosition.xy);
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float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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return pFactor;
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}
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vec4 applyPerspectiveDistortion(in vec4 position)
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{
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vec4 l = getRelativePosition(position);
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float pFactor = getPerspectiveFactor(l);
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l.xy /= pFactor;
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position.xy = l.xy * l.zw + CameraPos.xy;
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position.z *= zPerspectiveBias;
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return position;
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}
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// custom smoothstep implementation because it's not defined in glsl1.2
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// https://docs.gl/sl4/smoothstep
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float mtsmoothstep(in float edge0, in float edge1, in float x)
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{
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float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}
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#endif
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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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vec4 pos = inVertexPosition;
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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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vec3 wavePos = (mWorld * pos).xyz + 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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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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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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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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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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#endif
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worldPosition = (mWorld * pos).xyz;
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gl_Position = mWorldViewProj * pos;
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vPosition = gl_Position.xyz;
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eyeVec = -(mWorldView * pos).xyz;
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#ifdef SECONDSTAGE
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normalPass = normalize((inVertexNormal+1)/2);
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#endif
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vNormal = inVertexNormal;
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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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#ifdef GL_ES
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vec4 color = inVertexColor.bgra;
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#else
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vec4 color = inVertexColor;
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#endif
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// The alpha gives the ratio of sunlight in the incoming light.
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nightRatio = 1.0 - color.a;
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color.rgb = color.rgb * (color.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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#ifdef ENABLE_DYNAMIC_SHADOWS
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if (f_shadow_strength > 0.0) {
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#if MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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// The shadow shaders don't apply waving when creating the shadow-map.
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// We are using the not waved inVertexPosition to avoid ugly self-shadowing.
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vec4 shadow_pos = inVertexPosition;
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#else
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vec4 shadow_pos = pos;
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#endif
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vec3 nNormal;
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f_normal_length = length(vNormal);
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/* normalOffsetScale is in world coordinates (1/10th of a meter)
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z_bias is in light space coordinates */
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float normalOffsetScale, z_bias;
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1.0 * sinLight / cosLight;
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}
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else {
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nNormal = vec3(0.0);
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cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 0.0;
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z_bias = 3.6e3 * sinLight / cosLight;
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}
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z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
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shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (shadow_pos + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
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shadow_position.z -= z_bias;
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perspective_factor = pFactor;
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if (f_timeofday < 0.2) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
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} else if (f_timeofday >= 0.8) {
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adj_shadow_strength = f_shadow_strength * 0.5 *
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mtsmoothstep(0.8, 0.83, f_timeofday);
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} else {
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adj_shadow_strength = f_shadow_strength *
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mtsmoothstep(0.20, 0.25, f_timeofday) *
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(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
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}
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}
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#endif
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}
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