mirror of
https://github.com/minetest/minetest.git
synced 2024-11-14 11:43:46 +01:00
42e1a12714
Makes the liquid waving shader per-nodedef like waving leaves/plants, instead of being applied to all liquids. Like the waving leaves/plants shaders, the liquid waving shader can also be applied to meshes and nodeboxes. Derived from a PR by t0ny2.
145 lines
4.3 KiB
GLSL
145 lines
4.3 KiB
GLSL
uniform mat4 mWorldViewProj;
|
|
uniform mat4 mWorld;
|
|
|
|
// Color of the light emitted by the sun.
|
|
uniform vec3 dayLight;
|
|
uniform vec3 eyePosition;
|
|
uniform float animationTimer;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 worldPosition;
|
|
|
|
varying vec3 eyeVec;
|
|
varying vec3 lightVec;
|
|
varying vec3 tsEyeVec;
|
|
varying vec3 tsLightVec;
|
|
varying float area_enable_parallax;
|
|
|
|
// Color of the light emitted by the light sources.
|
|
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
|
|
const float e = 2.718281828459;
|
|
const float BS = 10.0;
|
|
|
|
|
|
float smoothCurve(float x)
|
|
{
|
|
return x * x * (3.0 - 2.0 * x);
|
|
}
|
|
|
|
|
|
float triangleWave(float x)
|
|
{
|
|
return abs(fract(x + 0.5) * 2.0 - 1.0);
|
|
}
|
|
|
|
|
|
float smoothTriangleWave(float x)
|
|
{
|
|
return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
|
|
}
|
|
|
|
|
|
void main(void)
|
|
{
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
//TODO: make offset depending on view angle and parallax uv displacement
|
|
//thats for textures that doesnt align vertically, like dirt with grass
|
|
//gl_TexCoord[0].y += 0.008;
|
|
|
|
//Allow parallax/relief mapping only for certain kind of nodes
|
|
//Variable is also used to control area of the effect
|
|
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
|
|
area_enable_parallax = 1.0;
|
|
#else
|
|
area_enable_parallax = 0.0;
|
|
#endif
|
|
|
|
|
|
float disp_x;
|
|
float disp_z;
|
|
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
|
|
vec4 pos2 = mWorld * gl_Vertex;
|
|
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
|
|
disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
|
|
smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
|
|
disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
|
|
smoothTriangleWave(animationTimer * 29.0 + tOffset) +
|
|
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
|
|
#endif
|
|
|
|
|
|
#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
|
|
vec4 pos = gl_Vertex;
|
|
pos.y -= 2.0;
|
|
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
|
|
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
|
|
gl_Position = mWorldViewProj * pos;
|
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
|
vec4 pos = gl_Vertex;
|
|
pos.x += disp_x;
|
|
pos.y += disp_z * 0.1;
|
|
pos.z += disp_z;
|
|
gl_Position = mWorldViewProj * pos;
|
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
|
vec4 pos = gl_Vertex;
|
|
if (gl_TexCoord[0].y < 0.05) {
|
|
pos.x += disp_x;
|
|
pos.z += disp_z;
|
|
}
|
|
gl_Position = mWorldViewProj * pos;
|
|
#else
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
#endif
|
|
|
|
|
|
vPosition = gl_Position.xyz;
|
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
|
|
|
// Don't generate heightmaps when too far from the eye
|
|
float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);
|
|
if (dist > 150.0) {
|
|
area_enable_parallax = 0.0;
|
|
}
|
|
|
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
|
|
|
vec3 normal, tangent, binormal;
|
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
|
|
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
|
|
|
|
vec3 v;
|
|
|
|
lightVec = sunPosition - worldPosition;
|
|
v.x = dot(lightVec, tangent);
|
|
v.y = dot(lightVec, binormal);
|
|
v.z = dot(lightVec, normal);
|
|
tsLightVec = normalize (v);
|
|
|
|
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
v.x = dot(eyeVec, tangent);
|
|
v.y = dot(eyeVec, binormal);
|
|
v.z = dot(eyeVec, normal);
|
|
tsEyeVec = normalize (v);
|
|
|
|
// Calculate color.
|
|
// Red, green and blue components are pre-multiplied with
|
|
// the brightness, so now we have to multiply these
|
|
// colors with the color of the incoming light.
|
|
// The pre-baked colors are halved to prevent overflow.
|
|
vec4 color;
|
|
// The alpha gives the ratio of sunlight in the incoming light.
|
|
float nightRatio = 1 - gl_Color.a;
|
|
color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
|
|
nightRatio * artificialLight.rgb) * 2;
|
|
color.a = 1;
|
|
|
|
// Emphase blue a bit in darker places
|
|
// See C++ implementation in mapblock_mesh.cpp final_color_blend()
|
|
float brightness = (color.r + color.g + color.b) / 3;
|
|
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
|
|
0.07 * brightness);
|
|
|
|
gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
|
|
}
|