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Automated whitespace error fix for last commit
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43fcfbfe05
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@ -14,36 +14,36 @@ varying vec3 eyeVec;
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varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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varying float generate_heightmaps;
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varying float generate_heightmaps;
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const float e = 2.718281828459;
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const float BS = 10.0;
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float smoothCurve(float x)
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{
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return x * x * (3.0 - 2.0 * x);
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float smoothCurve(float x)
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{
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return x * x * (3.0 - 2.0 * x);
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}
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float triangleWave(float x)
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{
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return abs(fract(x + 0.5) * 2.0 - 1.0);
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float triangleWave(float x)
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{
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return abs(fract(x + 0.5) * 2.0 - 1.0);
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}
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float smoothTriangleWave(float x)
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{
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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float smoothTriangleWave(float x)
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{
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return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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}
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[0].y += 0.008;
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#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
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generate_heightmaps = 1.0;
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#else
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generate_heightmaps = 0.0;
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#endif
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#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
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gl_TexCoord[0].y += 0.008;
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#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
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generate_heightmaps = 1.0;
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#else
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generate_heightmaps = 0.0;
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#endif
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#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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@ -87,33 +87,33 @@ void main(void)
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vPosition = gl_Position.xyz;
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worldPosition = (mWorld * gl_Vertex).xyz;
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// Don't generate heightmaps when too far from the eye
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float dist = distance (worldPosition, eyePosition);
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if (dist > 100.00) {
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generate_heightmaps = 0.0;
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}
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// Don't generate heightmaps when too far from the eye
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float dist = distance (worldPosition, eyePosition);
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if (dist > 100.00) {
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generate_heightmaps = 0.0;
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}
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
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vec3 v;
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tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
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vec3 v;
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lightVec = sunPosition - worldPosition;
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v.x = dot(lightVec, tangent);
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v.y = dot(lightVec, binormal);
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v.z = dot(lightVec, normal);
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tsLightVec = v;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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v.x = dot(eyeVec, tangent);
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v.y = dot(eyeVec, binormal);
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v.z = dot(eyeVec, normal);
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tsEyeVec = v;
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v.x = dot(lightVec, tangent);
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v.y = dot(lightVec, binormal);
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v.z = dot(lightVec, normal);
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tsLightVec = v;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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v.x = dot(eyeVec, tangent);
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v.y = dot(eyeVec, binormal);
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v.z = dot(eyeVec, normal);
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tsEyeVec = v;
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vec4 color;
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float day = gl_Color.r;
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@ -18,23 +18,23 @@ varying vec3 tsLightVec;
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const float e = 2.718281828459;
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const float BS = 10.0;
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float smoothCurve(float x)
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{
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return x * x * (3.0 - 2.0 * x);
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float smoothCurve(float x)
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{
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return x * x * (3.0 - 2.0 * x);
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}
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float triangleWave(float x)
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{
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return abs(fract( x + 0.5 ) * 2.0 - 1.0);
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float triangleWave(float x)
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{
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return abs(fract( x + 0.5 ) * 2.0 - 1.0);
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}
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float smoothTriangleWave(float x)
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{
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return smoothCurve(triangleWave( x )) * 2.0 - 1.0;
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float smoothTriangleWave(float x)
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{
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return smoothCurve(triangleWave( x )) * 2.0 - 1.0;
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}
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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@ -1213,7 +1213,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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p.tile.applyMaterialOptions(material);
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}
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}
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// Create meshbuffer
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scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
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// Set material
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@ -106,7 +106,7 @@ void scaleMesh(scene::IMesh *mesh, v3f scale)
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;
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buf->recalculateBoundingBox();
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@ -134,7 +134,7 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos += vec;
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buf->recalculateBoundingBox();
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@ -160,7 +160,7 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Color = color;
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}
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}
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