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Shaders: Fix OpenGL < 4.3 compatibility
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@ -46,9 +46,8 @@ float smoothTriangleWave(float x)
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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}
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}
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
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// OpenGL < 4.3 does not support continued preprocessor lines
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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
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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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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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//
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//
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// Simple, fast noise function.
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// Simple, fast noise function.
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@ -115,9 +114,8 @@ float disp_z;
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worldPosition = (mWorld * gl_Vertex).xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
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// OpenGL < 4.3 does not support continued preprocessor lines
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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
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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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MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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// Generate waves with Perlin-type noise.
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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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// The constants are calibrated such that they roughly
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// correspond to the old sine waves.
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// correspond to the old sine waves.
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@ -188,12 +186,12 @@ float disp_z;
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color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
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color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
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nightRatio * artificialLight.rgb) * 2;
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nightRatio * artificialLight.rgb) * 2;
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color.a = 1;
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color.a = 1;
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// Emphase blue a bit in darker places
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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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// See C++ implementation in mapblock_mesh.cpp final_color_blend()
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float brightness = (color.r + color.g + color.b) / 3;
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float brightness = (color.r + color.g + color.b) / 3;
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color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
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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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0.07 * brightness);
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gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
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gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
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}
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}
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