mirror of
https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
d04d8aba70
- Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
138 lines
4.8 KiB
GLSL
138 lines
4.8 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;
|
|
|
|
// 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;
|
|
|
|
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && 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;
|
|
vec4 pos2 = mWorld * gl_Vertex;
|
|
/*
|
|
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
|
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
|
* And bufferize calcul to a float
|
|
*/
|
|
float pos2XpZ = pos2.x + pos2.z;
|
|
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
|
|
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
|
|
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
|
|
gl_Position = mWorldViewProj * pos;
|
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
|
vec4 pos = gl_Vertex;
|
|
vec4 pos2 = mWorld * gl_Vertex;
|
|
if (gl_TexCoord[0].y < 0.05) {
|
|
/*
|
|
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
|
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
|
* And bufferize calcul to a float
|
|
*/
|
|
float pos2XpZ = pos2.x + pos2.z;
|
|
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
|
|
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
|
|
}
|
|
gl_Position = mWorldViewProj * pos;
|
|
#else
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
#endif
|
|
|
|
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;
|
|
|
|
// 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 finalColorBlend()
|
|
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);
|
|
}
|