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70 lines
1.8 KiB
GLSL
70 lines
1.8 KiB
GLSL
#version 120
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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uniform float animationTimer;
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uniform float enableWavingWater;
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uniform float waterWaveLength;
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uniform float waterWaveHeight;
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uniform float waterWaveSpeed;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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void main(void)
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{
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if (enableWavingWater == 1.0){
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vec4 pos2 = gl_Vertex;
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pos2.y -= 2.0;
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pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
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+ sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
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gl_Position = mWorldViewProj * pos2;
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} else
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gl_Position = mWorldViewProj * gl_Vertex;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 2.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 13.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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color.r = clamp(rg,0.0,1.0);
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color.g = clamp(rg,0.0,1.0);
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color.b = clamp(b,0.0,1.0);
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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