Simple shader fixes. (#8991)

1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)
This commit is contained in:
lhofhansl 2019-09-26 13:57:39 -07:00 committed by GitHub
parent 9e95bac75d
commit 5fde69798c
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 34 additions and 1 deletions

@ -6,7 +6,16 @@ uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
// The cameraOffset is the current center of the visible world.
uniform vec3 cameraOffset;
uniform float animationTimer;
varying vec3 vPosition;
// World position in the visible world (i.e. relative to the cameraOffset.)
// This can be used for many shader effects without loss of precision.
// If the absolute position is required it can be calculated with
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying float area_enable_parallax;

@ -4,9 +4,17 @@ uniform mat4 mWorld;
// Color of the light emitted by the sun.
uniform vec3 dayLight;
uniform vec3 eyePosition;
// The cameraOffset is the current center of the visible world.
uniform vec3 cameraOffset;
uniform float animationTimer;
varying vec3 vPosition;
// World position in the visible world (i.e. relative to the cameraOffset.)
// This can be used for many shader effects without loss of precision.
// If the absolute position is required it can be calculated with
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying vec3 eyeVec;

@ -413,6 +413,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
@ -445,6 +447,8 @@ public:
m_eye_position_pixel("eyePosition"),
m_eye_position_vertex("eyePosition"),
m_minimap_yaw("yawVec"),
m_camera_offset_pixel("cameraOffset"),
m_camera_offset_vertex("cameraOffset"),
m_base_texture("baseTexture"),
m_normal_texture("normalTexture"),
m_texture_flags("textureFlags"),
@ -493,7 +497,7 @@ public:
sunlight.b };
m_day_light.set(dnc, services);
u32 animation_timer = porting::getTimeMs() % 100000;
u32 animation_timer = porting::getTimeMs() % 1000000;
float animation_timer_f = (float)animation_timer / 100000.f;
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
@ -523,6 +527,18 @@ public:
m_minimap_yaw.set(minimap_yaw_array, services);
}
float camera_offset_array[3];
v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
camera_offset_array[0] = offset.X;
camera_offset_array[1] = offset.Y;
camera_offset_array[2] = offset.Z;
#else
offset.getAs3Values(camera_offset_array);
#endif
m_camera_offset_pixel.set(camera_offset_array, services);
m_camera_offset_vertex.set(camera_offset_array, services);
SamplerLayer_t base_tex = 0,
normal_tex = 1,
flags_tex = 2;