mirror of
https://github.com/minetest/minetest.git
synced 2024-11-14 11:43:46 +01:00
0dc1aec509
Parallax mapping with slope information. Overriding normal maps.
99 lines
3.0 KiB
GLSL
99 lines
3.0 KiB
GLSL
uniform mat4 mWorldViewProj;
|
|
uniform mat4 mInvWorld;
|
|
uniform mat4 mTransWorld;
|
|
uniform mat4 mWorld;
|
|
|
|
uniform float dayNightRatio;
|
|
|
|
uniform vec3 eyePosition;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 worldPosition;
|
|
|
|
varying vec3 eyeVec;
|
|
varying vec3 lightVec;
|
|
|
|
varying vec3 tsEyeVec;
|
|
varying vec3 tsLightVec;
|
|
|
|
const float BS = 10.0;
|
|
|
|
void main(void)
|
|
{
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
vPosition = gl_Position.xyz;
|
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
|
|
|
vec3 normal, tangent, binormal;
|
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
|
if (gl_Normal.x > 0.5) {
|
|
// 1.0, 0.0, 0.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
|
} else if (gl_Normal.x < -0.5) {
|
|
// -1.0, 0.0, 0.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
|
} else if (gl_Normal.y > 0.5) {
|
|
// 0.0, 1.0, 0.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
|
} else if (gl_Normal.y < -0.5) {
|
|
// 0.0, -1.0, 0.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
|
} else if (gl_Normal.z > 0.5) {
|
|
// 0.0, 0.0, 1.0
|
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
|
} else if (gl_Normal.z < -0.5) {
|
|
// 0.0, 0.0, -1.0
|
|
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
|
}
|
|
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
|
|
tangent.y, binormal.y, normal.y,
|
|
tangent.z, binormal.z, normal.z);
|
|
|
|
lightVec = sunPosition - worldPosition;
|
|
tsLightVec = lightVec * tbnMatrix;
|
|
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
tsEyeVec = eyeVec * tbnMatrix;
|
|
|
|
vec4 color;
|
|
float day = gl_Color.r;
|
|
float night = gl_Color.g;
|
|
float light_source = gl_Color.b;
|
|
|
|
float rg = mix(night, day, dayNightRatio);
|
|
rg += light_source * 2.5; // Make light sources brighter
|
|
float b = rg;
|
|
|
|
// Moonlight is blue
|
|
b += (day - night) / 13.0;
|
|
rg -= (day - night) / 13.0;
|
|
|
|
// Emphase blue a bit in darker places
|
|
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
|
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
|
|
|
|
// Artificial light is yellow-ish
|
|
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
|
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
|
|
|
|
color.r = clamp(rg,0.0,1.0);
|
|
color.g = clamp(rg,0.0,1.0);
|
|
color.b = clamp(b,0.0,1.0);
|
|
|
|
// Make sides and bottom darker than the top
|
|
color = color * color; // SRGB -> Linear
|
|
if(gl_Normal.y <= 0.5)
|
|
color *= 0.6;
|
|
color = sqrt(color); // Linear -> SRGB
|
|
color.a = gl_Color.a;
|
|
|
|
gl_FrontColor = gl_BackColor = color;
|
|
}
|