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Node vertex shader: Properly use the waved world position (#12665)
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@ -165,41 +165,34 @@ void main(void)
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
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smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
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#endif
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#endif
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worldPosition = (mWorld * inVertexPosition).xyz;
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vec4 pos = inVertexPosition;
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// OpenGL < 4.3 does not support continued preprocessor lines
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// OpenGL < 4.3 does not support continued preprocessor lines
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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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#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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// 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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vec4 pos = inVertexPosition;
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vec3 wavePos = (mWorld * pos).xyz + cameraOffset;
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vec3 wavePos = worldPosition + cameraOffset;
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// The waves are slightly compressed along the z-axis to get
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// The waves are slightly compressed along the z-axis to get
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// wave-fronts along the x-axis.
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// wave-fronts along the x-axis.
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wavePos.x /= WATER_WAVE_LENGTH * 3.0;
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wavePos.x /= WATER_WAVE_LENGTH * 3.0;
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wavePos.z /= WATER_WAVE_LENGTH * 2.0;
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wavePos.z /= WATER_WAVE_LENGTH * 2.0;
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wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
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wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
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pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
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pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = inVertexPosition;
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pos.x += disp_x;
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pos.x += disp_x;
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pos.y += disp_z * 0.1;
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pos.y += disp_z * 0.1;
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pos.z += disp_z;
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pos.z += disp_z;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = inVertexPosition;
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if (varTexCoord.y < 0.05) {
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if (varTexCoord.y < 0.05) {
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pos.x += disp_x;
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pos.x += disp_x;
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pos.z += disp_z;
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pos.z += disp_z;
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}
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}
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gl_Position = mWorldViewProj * pos;
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#else
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gl_Position = mWorldViewProj * inVertexPosition;
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#endif
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#endif
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worldPosition = (mWorld * pos).xyz;
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gl_Position = mWorldViewProj * pos;
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vPosition = gl_Position.xyz;
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vPosition = gl_Position.xyz;
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eyeVec = -(mWorldView * inVertexPosition).xyz;
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eyeVec = -(mWorldView * pos).xyz;
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vNormal = inVertexNormal;
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vNormal = inVertexNormal;
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// Calculate color.
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// Calculate color.
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@ -228,18 +221,25 @@ void main(void)
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#ifdef ENABLE_DYNAMIC_SHADOWS
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#ifdef ENABLE_DYNAMIC_SHADOWS
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if (f_shadow_strength > 0.0) {
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if (f_shadow_strength > 0.0) {
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#if MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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// The shadow shaders don't apply waving when creating the shadow-map.
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// We are using the not waved inVertexPosition to avoid ugly self-shadowing.
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vec4 shadow_pos = inVertexPosition;
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#else
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vec4 shadow_pos = pos;
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#endif
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vec3 nNormal;
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vec3 nNormal;
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f_normal_length = length(vNormal);
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f_normal_length = length(vNormal);
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/* normalOffsetScale is in world coordinates (1/10th of a meter)
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/* normalOffsetScale is in world coordinates (1/10th of a meter)
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z_bias is in light space coordinates */
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z_bias is in light space coordinates */
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float normalOffsetScale, z_bias;
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float normalOffsetScale, z_bias;
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
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float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
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if (f_normal_length > 0.0) {
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if (f_normal_length > 0.0) {
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nNormal = normalize(vNormal);
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nNormal = normalize(vNormal);
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cosLight = dot(nNormal, -v_LightDirection);
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cosLight = dot(nNormal, -v_LightDirection);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
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normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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xyPerspectiveBias1 / f_textureresolution;
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xyPerspectiveBias1 / f_textureresolution;
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z_bias = 1.0 * sinLight / cosLight;
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z_bias = 1.0 * sinLight / cosLight;
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}
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}
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@ -252,7 +252,7 @@ void main(void)
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}
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}
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z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
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z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
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shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
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shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (shadow_pos + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
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shadow_position.z -= z_bias;
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shadow_position.z -= z_bias;
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perspective_factor = pFactor;
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perspective_factor = pFactor;
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