2016-03-25 15:57:18 +01:00
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|
|
uniform mat4 mWorld;
|
2017-01-12 15:46:30 +01:00
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// Color of the light emitted by the sun.
|
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|
|
uniform vec3 dayLight;
|
2016-03-25 15:57:18 +01:00
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|
uniform vec3 eyePosition;
|
2019-09-26 22:57:39 +02:00
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|
|
// The cameraOffset is the current center of the visible world.
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|
uniform vec3 cameraOffset;
|
2016-03-25 15:57:18 +01:00
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|
uniform float animationTimer;
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|
2021-06-06 18:51:21 +02:00
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|
varying vec3 vNormal;
|
2016-03-25 15:57:18 +01:00
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|
varying vec3 vPosition;
|
2019-09-26 22:57:39 +02:00
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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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|
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// cameraOffset + worldPosition (for large coordinates the limits of float
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|
// precision must be considered).
|
2016-03-25 15:57:18 +01:00
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varying vec3 worldPosition;
|
2020-10-25 18:01:03 +01:00
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varying lowp vec4 varColor;
|
2020-12-04 20:16:12 +01:00
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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-neighbour textures and MSAA.
|
2020-12-22 14:53:52 +01:00
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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
|
2021-06-06 18:51:21 +02:00
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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;
|
2022-04-14 22:49:30 +02:00
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uniform vec4 CameraPos;
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|
2021-06-06 18:51:21 +02:00
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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;
|
2022-04-14 22:49:30 +02:00
|
|
|
varying vec3 shadow_position;
|
2022-05-21 16:49:30 +02:00
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varying float perspective_factor;
|
2021-06-06 18:51:21 +02:00
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|
#endif
|
2016-03-25 15:57:18 +01:00
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|
2021-06-06 18:51:21 +02:00
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|
|
varying vec3 eyeVec;
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|
|
varying float nightRatio;
|
2017-01-12 15:46:30 +01:00
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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);
|
2016-03-25 15:57:18 +01:00
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|
const float e = 2.718281828459;
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|
|
const float BS = 10.0;
|
2022-03-31 22:40:06 +02:00
|
|
|
uniform float xyPerspectiveBias0;
|
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|
|
uniform float xyPerspectiveBias1;
|
2022-04-14 22:49:30 +02:00
|
|
|
uniform float zPerspectiveBias;
|
2016-03-25 15:57:18 +01:00
|
|
|
|
2021-06-06 18:51:21 +02:00
|
|
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
2022-04-14 22:49:30 +02:00
|
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|
|
vec4 getRelativePosition(in vec4 position)
|
|
|
|
{
|
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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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|
|
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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|
|
|
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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|
2021-06-06 18:51:21 +02:00
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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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|
|
|
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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|
2015-09-07 21:48:58 +02:00
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|
2015-06-14 23:09:20 +02:00
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|
|
float smoothCurve(float x)
|
|
|
|
{
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|
return x * x * (3.0 - 2.0 * x);
|
2016-03-25 15:57:18 +01:00
|
|
|
}
|
2015-09-07 21:48:58 +02:00
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|
2015-06-14 23:09:20 +02:00
|
|
|
float triangleWave(float x)
|
|
|
|
{
|
|
|
|
return abs(fract(x + 0.5) * 2.0 - 1.0);
|
2016-03-25 15:57:18 +01:00
|
|
|
}
|
2015-09-07 21:48:58 +02:00
|
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|
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|
|
2015-06-14 23:09:20 +02:00
|
|
|
float smoothTriangleWave(float x)
|
|
|
|
{
|
|
|
|
return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
|
2016-03-25 15:57:18 +01:00
|
|
|
}
|
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|
2020-02-16 14:08:48 +01:00
|
|
|
// OpenGL < 4.3 does not support continued preprocessor lines
|
|
|
|
#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
|
2019-11-20 04:42:52 +01:00
|
|
|
|
|
|
|
//
|
|
|
|
// Simple, fast noise function.
|
|
|
|
// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
|
|
|
|
//
|
|
|
|
vec4 perm(vec4 x)
|
|
|
|
{
|
|
|
|
return mod(((x * 34.0) + 1.0) * x, 289.0);
|
|
|
|
}
|
|
|
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|
|
float snoise(vec3 p)
|
|
|
|
{
|
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|
|
vec3 a = floor(p);
|
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|
|
vec3 d = p - a;
|
|
|
|
d = d * d * (3.0 - 2.0 * d);
|
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|
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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);
|
|
|
|
vec4 k2 = perm(k1.xyxy + b.zzww);
|
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|
|
vec4 c = k2 + a.zzzz;
|
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|
|
vec4 k3 = perm(c);
|
|
|
|
vec4 k4 = perm(c + 1.0);
|
|
|
|
|
|
|
|
vec4 o1 = fract(k3 * (1.0 / 41.0));
|
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|
|
vec4 o2 = fract(k4 * (1.0 / 41.0));
|
|
|
|
|
|
|
|
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
|
|
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
|
|
|
|
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
2016-03-25 15:57:18 +01:00
|
|
|
|
2021-06-06 18:51:21 +02:00
|
|
|
|
|
|
|
|
|
|
|
|
2016-03-25 15:57:18 +01:00
|
|
|
void main(void)
|
|
|
|
{
|
2020-10-25 18:01:03 +01:00
|
|
|
varTexCoord = inTexCoord0.st;
|
2015-09-07 21:48:58 +02:00
|
|
|
|
2020-10-12 22:29:31 +02:00
|
|
|
float disp_x;
|
|
|
|
float disp_z;
|
2020-04-18 18:36:47 +02:00
|
|
|
// OpenGL < 4.3 does not support continued preprocessor lines
|
|
|
|
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
|
2020-10-25 18:01:03 +01:00
|
|
|
vec4 pos2 = mWorld * inVertexPosition;
|
2015-09-07 21:48:58 +02:00
|
|
|
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
|
2016-03-25 18:50:26 +01:00
|
|
|
disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
|
|
|
|
smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
|
|
|
|
disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
|
2015-09-07 21:48:58 +02:00
|
|
|
smoothTriangleWave(animationTimer * 29.0 + tOffset) +
|
2016-03-25 18:50:26 +01:00
|
|
|
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
|
2015-09-07 21:48:58 +02:00
|
|
|
#endif
|
|
|
|
|
2020-10-25 18:01:03 +01:00
|
|
|
worldPosition = (mWorld * inVertexPosition).xyz;
|
2015-09-07 21:48:58 +02:00
|
|
|
|
2020-02-16 14:08:48 +01:00
|
|
|
// OpenGL < 4.3 does not support continued preprocessor lines
|
|
|
|
#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
|
2019-11-20 04:42:52 +01:00
|
|
|
// Generate waves with Perlin-type noise.
|
|
|
|
// The constants are calibrated such that they roughly
|
|
|
|
// correspond to the old sine waves.
|
2020-10-25 18:01:03 +01:00
|
|
|
vec4 pos = inVertexPosition;
|
2019-11-20 04:42:52 +01:00
|
|
|
vec3 wavePos = worldPosition + cameraOffset;
|
|
|
|
// The waves are slightly compressed along the z-axis to get
|
|
|
|
// wave-fronts along the x-axis.
|
2020-10-25 18:01:03 +01:00
|
|
|
wavePos.x /= WATER_WAVE_LENGTH * 3.0;
|
|
|
|
wavePos.z /= WATER_WAVE_LENGTH * 2.0;
|
|
|
|
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
|
|
|
|
pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
|
2016-03-25 15:57:18 +01:00
|
|
|
gl_Position = mWorldViewProj * pos;
|
|
|
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
2020-10-25 18:01:03 +01:00
|
|
|
vec4 pos = inVertexPosition;
|
2016-03-25 18:50:26 +01:00
|
|
|
pos.x += disp_x;
|
|
|
|
pos.y += disp_z * 0.1;
|
|
|
|
pos.z += disp_z;
|
2016-03-25 15:57:18 +01:00
|
|
|
gl_Position = mWorldViewProj * pos;
|
|
|
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
2020-10-25 18:01:03 +01:00
|
|
|
vec4 pos = inVertexPosition;
|
|
|
|
if (varTexCoord.y < 0.05) {
|
2016-03-25 18:50:26 +01:00
|
|
|
pos.x += disp_x;
|
|
|
|
pos.z += disp_z;
|
2016-03-25 15:57:18 +01:00
|
|
|
}
|
|
|
|
gl_Position = mWorldViewProj * pos;
|
|
|
|
#else
|
2020-10-25 18:01:03 +01:00
|
|
|
gl_Position = mWorldViewProj * inVertexPosition;
|
2016-03-25 15:57:18 +01:00
|
|
|
#endif
|
|
|
|
|
|
|
|
vPosition = gl_Position.xyz;
|
2020-10-25 18:01:03 +01:00
|
|
|
eyeVec = -(mWorldView * inVertexPosition).xyz;
|
2021-06-06 18:51:21 +02:00
|
|
|
vNormal = inVertexNormal;
|
2016-03-25 15:57:18 +01:00
|
|
|
|
2017-01-12 15:46:30 +01:00
|
|
|
// Calculate color.
|
|
|
|
// Red, green and blue components are pre-multiplied with
|
|
|
|
// the brightness, so now we have to multiply these
|
|
|
|
// colors with the color of the incoming light.
|
|
|
|
// The pre-baked colors are halved to prevent overflow.
|
2021-05-08 20:18:29 +02:00
|
|
|
#ifdef GL_ES
|
|
|
|
vec4 color = inVertexColor.bgra;
|
|
|
|
#else
|
|
|
|
vec4 color = inVertexColor;
|
|
|
|
#endif
|
2017-01-12 15:46:30 +01:00
|
|
|
// The alpha gives the ratio of sunlight in the incoming light.
|
2021-06-06 18:51:21 +02:00
|
|
|
nightRatio = 1.0 - color.a;
|
2021-05-08 20:18:29 +02:00
|
|
|
color.rgb = color.rgb * (color.a * dayLight.rgb +
|
2020-10-25 18:01:03 +01:00
|
|
|
nightRatio * artificialLight.rgb) * 2.0;
|
|
|
|
color.a = 1.0;
|
2020-02-16 14:08:48 +01:00
|
|
|
|
2016-03-25 15:57:18 +01:00
|
|
|
// Emphase blue a bit in darker places
|
2018-08-30 20:32:17 +02:00
|
|
|
// See C++ implementation in mapblock_mesh.cpp final_color_blend()
|
2020-10-25 18:01:03 +01:00
|
|
|
float brightness = (color.r + color.g + color.b) / 3.0;
|
2017-01-12 15:46:30 +01:00
|
|
|
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
|
|
|
|
0.07 * brightness);
|
2020-02-16 14:08:48 +01:00
|
|
|
|
2020-10-25 18:01:03 +01:00
|
|
|
varColor = clamp(color, 0.0, 1.0);
|
2021-06-06 18:51:21 +02:00
|
|
|
|
|
|
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
2022-03-26 16:58:26 +01:00
|
|
|
if (f_shadow_strength > 0.0) {
|
2022-04-14 22:49:30 +02:00
|
|
|
vec3 nNormal;
|
|
|
|
f_normal_length = length(vNormal);
|
|
|
|
|
|
|
|
/* normalOffsetScale is in world coordinates (1/10th of a meter)
|
|
|
|
z_bias is in light space coordinates */
|
|
|
|
float normalOffsetScale, z_bias;
|
|
|
|
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
|
|
|
|
if (f_normal_length > 0.0) {
|
|
|
|
nNormal = normalize(vNormal);
|
|
|
|
cosLight = dot(nNormal, -v_LightDirection);
|
|
|
|
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
|
|
|
|
normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
|
|
|
|
xyPerspectiveBias1 / f_textureresolution;
|
|
|
|
z_bias = 1.0 * sinLight / cosLight;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
nNormal = vec3(0.0);
|
|
|
|
cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
|
|
|
|
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
|
|
|
|
normalOffsetScale = 0.0;
|
|
|
|
z_bias = 3.6e3 * sinLight / cosLight;
|
|
|
|
}
|
|
|
|
z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
|
|
|
|
|
|
|
|
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
|
|
|
|
shadow_position.z -= z_bias;
|
2022-05-21 16:49:30 +02:00
|
|
|
perspective_factor = pFactor;
|
2022-03-26 16:58:26 +01:00
|
|
|
|
|
|
|
if (f_timeofday < 0.2) {
|
|
|
|
adj_shadow_strength = f_shadow_strength * 0.5 *
|
|
|
|
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
|
|
|
|
} else if (f_timeofday >= 0.8) {
|
|
|
|
adj_shadow_strength = f_shadow_strength * 0.5 *
|
|
|
|
mtsmoothstep(0.8, 0.83, f_timeofday);
|
|
|
|
} else {
|
|
|
|
adj_shadow_strength = f_shadow_strength *
|
|
|
|
mtsmoothstep(0.20, 0.25, f_timeofday) *
|
|
|
|
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
|
|
|
|
}
|
2021-06-06 18:51:21 +02:00
|
|
|
}
|
|
|
|
#endif
|
2016-03-25 15:57:18 +01:00
|
|
|
}
|