Restore finalColorBlend implementation in shaders.

This commit is contained in:
RealBadAngel 2014-12-06 22:13:31 +01:00
parent 500f691426
commit 535c473103
3 changed files with 69 additions and 13 deletions

@ -49,8 +49,8 @@ void main(void)
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex; vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) { if (gl_TexCoord[0].y < 0.05) {
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
} }
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#else #else
@ -97,5 +97,31 @@ void main(void)
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix; tsEyeVec = eyeVec * tbnMatrix;
gl_FrontColor = gl_BackColor = gl_Color; vec4 color;
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 23.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = rg;
color.g = rg;
color.b = b;
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
} }

@ -49,8 +49,8 @@ void main(void)
vec4 pos = gl_Vertex; vec4 pos = gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex; vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) { if (gl_TexCoord[0].y < 0.05) {
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
} }
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#else #else
@ -97,5 +97,31 @@ void main(void)
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix; tsEyeVec = eyeVec * tbnMatrix;
gl_FrontColor = gl_BackColor = gl_Color; vec4 color;
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 23.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = rg;
color.g = rg;
color.b = b;
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
} }

@ -1162,12 +1162,16 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
applyFacesShading (vc, 0.836660); applyFacesShading (vc, 0.836660);
} }
} }
// - Classic lighting if(!m_enable_shaders)
// Set initial real color and store for later updates {
u8 day = vc.getRed(); // - Classic lighting (shaders handle this by themselves)
u8 night = vc.getGreen(); // Set initial real color and store for later updates
finalColorBlend(vc, day, night, 1000); u8 day = vc.getRed();
m_daynight_diffs[i][j] = std::make_pair(day, night); u8 night = vc.getGreen();
finalColorBlend(vc, day, night, 1000);
if(day != night)
m_daynight_diffs[i][j] = std::make_pair(day, night);
}
} }
// Create material // Create material
@ -1331,7 +1335,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
} }
// Day-night transition // Day-night transition
if(daynight_ratio != m_last_daynight_ratio) if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
{ {
for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
i = m_daynight_diffs.begin(); i = m_daynight_diffs.begin();