mirror of
https://github.com/minetest/minetest.git
synced 2024-11-24 00:23:46 +01:00
182 lines
5.2 KiB
GLSL
182 lines
5.2 KiB
GLSL
uniform mat4 mWorld;
|
|
uniform vec3 dayLight;
|
|
uniform vec3 eyePosition;
|
|
uniform float animationTimer;
|
|
uniform vec4 emissiveColor;
|
|
uniform vec3 cameraOffset;
|
|
|
|
|
|
varying vec3 vNormal;
|
|
varying vec3 vPosition;
|
|
varying vec3 worldPosition;
|
|
varying lowp vec4 varColor;
|
|
#ifdef GL_ES
|
|
varying mediump vec2 varTexCoord;
|
|
#else
|
|
centroid varying vec2 varTexCoord;
|
|
#endif
|
|
|
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
|
// shadow uniforms
|
|
uniform vec3 v_LightDirection;
|
|
uniform float f_textureresolution;
|
|
uniform mat4 m_ShadowViewProj;
|
|
uniform float f_shadowfar;
|
|
uniform float f_shadow_strength;
|
|
uniform float f_timeofday;
|
|
uniform vec4 CameraPos;
|
|
|
|
varying float cosLight;
|
|
varying float adj_shadow_strength;
|
|
varying float f_normal_length;
|
|
varying vec3 shadow_position;
|
|
varying float perspective_factor;
|
|
#endif
|
|
|
|
varying vec3 eyeVec;
|
|
varying float nightRatio;
|
|
// Color of the light emitted by the light sources.
|
|
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
|
|
varying float vIDiff;
|
|
const float e = 2.718281828459;
|
|
const float BS = 10.0;
|
|
uniform float xyPerspectiveBias0;
|
|
uniform float xyPerspectiveBias1;
|
|
uniform float zPerspectiveBias;
|
|
|
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
|
|
|
vec4 getRelativePosition(in vec4 position)
|
|
{
|
|
vec2 l = position.xy - CameraPos.xy;
|
|
vec2 s = l / abs(l);
|
|
s = (1.0 - s * CameraPos.xy);
|
|
l /= s;
|
|
return vec4(l, s);
|
|
}
|
|
|
|
float getPerspectiveFactor(in vec4 relativePosition)
|
|
{
|
|
float pDistance = length(relativePosition.xy);
|
|
float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
|
|
return pFactor;
|
|
}
|
|
|
|
vec4 applyPerspectiveDistortion(in vec4 position)
|
|
{
|
|
vec4 l = getRelativePosition(position);
|
|
float pFactor = getPerspectiveFactor(l);
|
|
l.xy /= pFactor;
|
|
position.xy = l.xy * l.zw + CameraPos.xy;
|
|
position.z *= zPerspectiveBias;
|
|
return position;
|
|
}
|
|
|
|
// custom smoothstep implementation because it's not defined in glsl1.2
|
|
// https://docs.gl/sl4/smoothstep
|
|
float mtsmoothstep(in float edge0, in float edge1, in float x)
|
|
{
|
|
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
|
|
return t * t * (3.0 - 2.0 * t);
|
|
}
|
|
#endif
|
|
|
|
|
|
float directional_ambient(vec3 normal)
|
|
{
|
|
vec3 v = normal * normal;
|
|
|
|
if (normal.y < 0.0)
|
|
return dot(v, vec3(0.670820, 0.447213, 0.836660));
|
|
|
|
return dot(v, vec3(0.670820, 1.000000, 0.836660));
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
varTexCoord = (mTexture * inTexCoord0).st;
|
|
gl_Position = mWorldViewProj * inVertexPosition;
|
|
|
|
vPosition = gl_Position.xyz;
|
|
vNormal = (mWorld * vec4(inVertexNormal, 0.0)).xyz;
|
|
worldPosition = (mWorld * inVertexPosition).xyz;
|
|
eyeVec = -(mWorldView * inVertexPosition).xyz;
|
|
|
|
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
|
|
vIDiff = 1.0;
|
|
#else
|
|
// This is intentional comparison with zero without any margin.
|
|
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
|
|
vIDiff = length(inVertexNormal) == 0.0
|
|
? 1.0
|
|
: directional_ambient(normalize(inVertexNormal));
|
|
#endif
|
|
|
|
#ifdef GL_ES
|
|
vec4 color = inVertexColor.bgra;
|
|
#else
|
|
vec4 color = inVertexColor;
|
|
#endif
|
|
|
|
color *= emissiveColor;
|
|
|
|
// The alpha gives the ratio of sunlight in the incoming light.
|
|
nightRatio = 1.0 - color.a;
|
|
color.rgb = color.rgb * (color.a * dayLight.rgb +
|
|
nightRatio * artificialLight.rgb) * 2.0;
|
|
color.a = 1.0;
|
|
|
|
// 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) / 3.0;
|
|
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
|
|
0.07 * brightness);
|
|
|
|
varColor = clamp(color, 0.0, 1.0);
|
|
|
|
|
|
#ifdef ENABLE_DYNAMIC_SHADOWS
|
|
if (f_shadow_strength > 0.0) {
|
|
vec3 nNormal = normalize(vNormal);
|
|
f_normal_length = length(vNormal);
|
|
|
|
/* normalOffsetScale is in world coordinates (1/10th of a meter)
|
|
z_bias is in light space coordinates */
|
|
float normalOffsetScale, z_bias;
|
|
float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
|
|
if (f_normal_length > 0.0) {
|
|
nNormal = normalize(vNormal);
|
|
cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
|
|
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
|
|
normalOffsetScale = 0.1 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
|
|
xyPerspectiveBias1 / f_textureresolution;
|
|
z_bias = 1e3 * sinLight / cosLight * (0.5 + f_textureresolution / 1024.0);
|
|
}
|
|
else {
|
|
nNormal = vec3(0.0);
|
|
cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
|
|
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
|
|
normalOffsetScale = 0.0;
|
|
z_bias = 3.6e3 * sinLight / cosLight;
|
|
}
|
|
z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
|
|
|
|
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
|
|
shadow_position.z -= z_bias;
|
|
perspective_factor = pFactor;
|
|
|
|
if (f_timeofday < 0.2) {
|
|
adj_shadow_strength = f_shadow_strength * 0.5 *
|
|
(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
|
|
} else if (f_timeofday >= 0.8) {
|
|
adj_shadow_strength = f_shadow_strength * 0.5 *
|
|
mtsmoothstep(0.8, 0.83, f_timeofday);
|
|
} else {
|
|
adj_shadow_strength = f_shadow_strength *
|
|
mtsmoothstep(0.20, 0.25, f_timeofday) *
|
|
(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
|
|
}
|
|
}
|
|
#endif
|
|
}
|