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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)
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@ -6,7 +6,16 @@ uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform float animationTimer;
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varying vec3 vPosition;
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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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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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varying float area_enable_parallax;
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@ -4,9 +4,17 @@ uniform mat4 mWorld;
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// Color of the light emitted by the sun.
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uniform vec3 dayLight;
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uniform vec3 eyePosition;
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// The cameraOffset is the current center of the visible world.
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uniform vec3 cameraOffset;
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uniform float animationTimer;
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varying vec3 vPosition;
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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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// cameraOffset + worldPosition (for large coordinates the limits of float
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// precision must be considered).
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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@ -413,6 +413,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
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CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
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CachedPixelShaderSetting<float, 3> m_minimap_yaw;
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CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
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CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
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CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
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CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
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@ -445,6 +447,8 @@ public:
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m_eye_position_pixel("eyePosition"),
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m_eye_position_vertex("eyePosition"),
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m_minimap_yaw("yawVec"),
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m_camera_offset_pixel("cameraOffset"),
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m_camera_offset_vertex("cameraOffset"),
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m_base_texture("baseTexture"),
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m_normal_texture("normalTexture"),
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m_texture_flags("textureFlags"),
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@ -493,7 +497,7 @@ public:
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sunlight.b };
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m_day_light.set(dnc, services);
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u32 animation_timer = porting::getTimeMs() % 100000;
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u32 animation_timer = porting::getTimeMs() % 1000000;
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float animation_timer_f = (float)animation_timer / 100000.f;
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m_animation_timer_vertex.set(&animation_timer_f, services);
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m_animation_timer_pixel.set(&animation_timer_f, services);
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@ -523,6 +527,18 @@ public:
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m_minimap_yaw.set(minimap_yaw_array, services);
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}
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float camera_offset_array[3];
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v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
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camera_offset_array[0] = offset.X;
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camera_offset_array[1] = offset.Y;
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camera_offset_array[2] = offset.Z;
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#else
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offset.getAs3Values(camera_offset_array);
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#endif
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m_camera_offset_pixel.set(camera_offset_array, services);
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m_camera_offset_vertex.set(camera_offset_array, services);
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SamplerLayer_t base_tex = 0,
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normal_tex = 1,
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flags_tex = 2;
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