mirror of
https://github.com/minetest/minetest.git
synced 2024-11-30 03:23:45 +01:00
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:
parent
9e95bac75d
commit
5fde69798c
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user