forked from Mirrorlandia_minetest/minetest
e73c5d4585
This only works when shaders are enabled. The centroid varying avoids that the textures (which repeat themselves out of bounds) are sampled out of bounds in MSAA. If MSAA (called FSAA in minetest) is disabled, the centroid keyword does nothing.
50 lines
1.2 KiB
GLSL
50 lines
1.2 KiB
GLSL
uniform mat4 mWorld;
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uniform vec3 eyePosition;
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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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varying vec3 worldPosition;
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varying lowp vec4 varColor;
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centroid varying mediump vec2 varTexCoord;
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varying vec3 eyeVec;
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varying float vIDiff;
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const float e = 2.718281828459;
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const float BS = 10.0;
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float directional_ambient(vec3 normal)
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{
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vec3 v = normal * normal;
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if (normal.y < 0.0)
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return dot(v, vec3(0.670820, 0.447213, 0.836660));
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return dot(v, vec3(0.670820, 1.000000, 0.836660));
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}
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void main(void)
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{
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varTexCoord = (mTexture * inTexCoord0).st;
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gl_Position = mWorldViewProj * inVertexPosition;
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vPosition = gl_Position.xyz;
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vNormal = inVertexNormal;
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worldPosition = (mWorld * inVertexPosition).xyz;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
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vIDiff = 1.0;
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#else
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// This is intentional comparison with zero without any margin.
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// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
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vIDiff = length(inVertexNormal) == 0.0
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? 1.0
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: directional_ambient(normalize(inVertexNormal));
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#endif
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varColor = inVertexColor;
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}
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