Replace CRLF with LF in shader files
parent
c3f6cdcd54
commit
205e38f5b8
|
@ -1,9 +1,9 @@
|
||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
gl_Position = mWorldViewProj * gl_Vertex;
|
gl_Position = mWorldViewProj * gl_Vertex;
|
||||||
|
|
||||||
gl_FrontColor = gl_BackColor = gl_Color;
|
gl_FrontColor = gl_BackColor = gl_Color;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,52 +1,52 @@
|
||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
uniform mat4 mInvWorld;
|
uniform mat4 mInvWorld;
|
||||||
uniform mat4 mTransWorld;
|
uniform mat4 mTransWorld;
|
||||||
uniform mat4 mWorld;
|
uniform mat4 mWorld;
|
||||||
|
|
||||||
uniform float dayNightRatio;
|
uniform float dayNightRatio;
|
||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
uniform float animationTimer;
|
uniform float animationTimer;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
varying vec3 worldPosition;
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
varying vec3 eyeVec;
|
varying vec3 eyeVec;
|
||||||
varying vec3 lightVec;
|
varying vec3 lightVec;
|
||||||
varying vec3 tsEyeVec;
|
varying vec3 tsEyeVec;
|
||||||
varying vec3 tsLightVec;
|
varying vec3 tsLightVec;
|
||||||
varying float area_enable_parallax;
|
varying float area_enable_parallax;
|
||||||
varying float disp;
|
varying float disp;
|
||||||
|
|
||||||
const float e = 2.718281828459;
|
const float e = 2.718281828459;
|
||||||
const float BS = 10.0;
|
const float BS = 10.0;
|
||||||
|
|
||||||
|
|
||||||
float smoothCurve(float x)
|
float smoothCurve(float x)
|
||||||
{
|
{
|
||||||
return x * x * (3.0 - 2.0 * x);
|
return x * x * (3.0 - 2.0 * x);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
float triangleWave(float x)
|
float triangleWave(float x)
|
||||||
{
|
{
|
||||||
return abs(fract(x + 0.5) * 2.0 - 1.0);
|
return abs(fract(x + 0.5) * 2.0 - 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
float smoothTriangleWave(float x)
|
float smoothTriangleWave(float x)
|
||||||
{
|
{
|
||||||
return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
|
return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
void main(void)
|
||||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
{
|
||||||
//TODO: make offset depending on view angle and parallax uv displacement
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
//thats for textures that doesnt align vertically, like dirt with grass
|
//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;
|
//gl_TexCoord[0].y += 0.008;
|
||||||
|
|
||||||
//Allow parallax/relief mapping only for certain kind of nodes
|
//Allow parallax/relief mapping only for certain kind of nodes
|
||||||
//Variable is also used to control area of the effect
|
//Variable is also used to control area of the effect
|
||||||
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
|
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
|
||||||
area_enable_parallax = 1.0;
|
area_enable_parallax = 1.0;
|
||||||
|
@ -65,30 +65,30 @@ void main(void)
|
||||||
|
|
||||||
|
|
||||||
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
|
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
pos.y -= 2.0;
|
pos.y -= 2.0;
|
||||||
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
|
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;
|
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
pos.x += disp * 0.1;
|
pos.x += disp * 0.1;
|
||||||
pos.y += disp * 0.1;
|
pos.y += disp * 0.1;
|
||||||
pos.z += disp;
|
pos.z += disp;
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
||||||
vec4 pos = gl_Vertex;
|
vec4 pos = gl_Vertex;
|
||||||
if (gl_TexCoord[0].y < 0.05) {
|
if (gl_TexCoord[0].y < 0.05) {
|
||||||
pos.z += disp;
|
pos.z += disp;
|
||||||
}
|
}
|
||||||
gl_Position = mWorldViewProj * pos;
|
gl_Position = mWorldViewProj * pos;
|
||||||
#else
|
#else
|
||||||
gl_Position = mWorldViewProj * gl_Vertex;
|
gl_Position = mWorldViewProj * gl_Vertex;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
vPosition = gl_Position.xyz;
|
|
||||||
worldPosition = (mWorld * gl_Vertex).xyz;
|
vPosition = gl_Position.xyz;
|
||||||
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
||||||
|
|
||||||
// Don't generate heightmaps when too far from the eye
|
// Don't generate heightmaps when too far from the eye
|
||||||
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
|
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
|
||||||
|
@ -96,16 +96,16 @@ void main(void)
|
||||||
area_enable_parallax = 0.0;
|
area_enable_parallax = 0.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
||||||
|
|
||||||
vec3 normal, tangent, binormal;
|
vec3 normal, tangent, binormal;
|
||||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||||
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
|
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
|
||||||
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
|
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
|
||||||
|
|
||||||
vec3 v;
|
vec3 v;
|
||||||
|
|
||||||
lightVec = sunPosition - worldPosition;
|
lightVec = sunPosition - worldPosition;
|
||||||
v.x = dot(lightVec, tangent);
|
v.x = dot(lightVec, tangent);
|
||||||
v.y = dot(lightVec, binormal);
|
v.y = dot(lightVec, binormal);
|
||||||
v.z = dot(lightVec, normal);
|
v.z = dot(lightVec, normal);
|
||||||
|
@ -116,32 +116,32 @@ void main(void)
|
||||||
v.y = dot(eyeVec, binormal);
|
v.y = dot(eyeVec, binormal);
|
||||||
v.z = dot(eyeVec, normal);
|
v.z = dot(eyeVec, normal);
|
||||||
tsEyeVec = normalize (v);
|
tsEyeVec = normalize (v);
|
||||||
|
|
||||||
vec4 color;
|
vec4 color;
|
||||||
float day = gl_Color.r;
|
float day = gl_Color.r;
|
||||||
float night = gl_Color.g;
|
float night = gl_Color.g;
|
||||||
float light_source = gl_Color.b;
|
float light_source = gl_Color.b;
|
||||||
|
|
||||||
float rg = mix(night, day, dayNightRatio);
|
float rg = mix(night, day, dayNightRatio);
|
||||||
rg += light_source * 2.5; // Make light sources brighter
|
rg += light_source * 2.5; // Make light sources brighter
|
||||||
float b = rg;
|
float b = rg;
|
||||||
|
|
||||||
// Moonlight is blue
|
// Moonlight is blue
|
||||||
b += (day - night) / 13.0;
|
b += (day - night) / 13.0;
|
||||||
rg -= (day - night) / 23.0;
|
rg -= (day - night) / 23.0;
|
||||||
|
|
||||||
// Emphase blue a bit in darker places
|
// Emphase blue a bit in darker places
|
||||||
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
||||||
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
|
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
|
||||||
|
|
||||||
// Artificial light is yellow-ish
|
// Artificial light is yellow-ish
|
||||||
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
||||||
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
|
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
|
||||||
|
|
||||||
color.r = rg;
|
color.r = rg;
|
||||||
color.g = rg;
|
color.g = rg;
|
||||||
color.b = b;
|
color.b = b;
|
||||||
|
|
||||||
color.a = gl_Color.a;
|
color.a = gl_Color.a;
|
||||||
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
|
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,9 +1,9 @@
|
||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
gl_Position = mWorldViewProj * gl_Vertex;
|
gl_Position = mWorldViewProj * gl_Vertex;
|
||||||
|
|
||||||
gl_FrontColor = gl_BackColor = gl_Color;
|
gl_FrontColor = gl_BackColor = gl_Color;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,144 +1,144 @@
|
||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
uniform mat4 mInvWorld;
|
uniform mat4 mInvWorld;
|
||||||
uniform mat4 mTransWorld;
|
uniform mat4 mTransWorld;
|
||||||
uniform mat4 mWorld;
|
uniform mat4 mWorld;
|
||||||
|
|
||||||
uniform float dayNightRatio;
|
uniform float dayNightRatio;
|
||||||
uniform vec3 eyePosition;
|
uniform vec3 eyePosition;
|
||||||
uniform float animationTimer;
|
uniform float animationTimer;
|
||||||
|
|
||||||
varying vec3 vPosition;
|
varying vec3 vPosition;
|
||||||
varying vec3 worldPosition;
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
varying vec3 eyeVec;
|
varying vec3 eyeVec;
|
||||||
varying vec3 lightVec;
|
varying vec3 lightVec;
|
||||||
varying vec3 tsEyeVec;
|
varying vec3 tsEyeVec;
|
||||||
varying vec3 tsLightVec;
|
varying vec3 tsLightVec;
|
||||||
|
|
||||||
const float e = 2.718281828459;
|
const float e = 2.718281828459;
|
||||||
const float BS = 10.0;
|
const float BS = 10.0;
|
||||||
|
|
||||||
float smoothCurve(float x)
|
float smoothCurve(float x)
|
||||||
{
|
{
|
||||||
return x * x * (3.0 - 2.0 * x);
|
return x * x * (3.0 - 2.0 * x);
|
||||||
}
|
}
|
||||||
float triangleWave(float x)
|
float triangleWave(float x)
|
||||||
{
|
{
|
||||||
return abs(fract( x + 0.5 ) * 2.0 - 1.0);
|
return abs(fract( x + 0.5 ) * 2.0 - 1.0);
|
||||||
}
|
}
|
||||||
float smoothTriangleWave(float x)
|
float smoothTriangleWave(float x)
|
||||||
{
|
{
|
||||||
return smoothCurve(triangleWave( x )) * 2.0 - 1.0;
|
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
|
void main(void)
|
||||||
vec4 pos = gl_Vertex;
|
{
|
||||||
pos.y -= 2.0;
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
|
|
||||||
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
|
#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
|
||||||
|
vec4 pos = gl_Vertex;
|
||||||
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
|
pos.y -= 2.0;
|
||||||
gl_Position = mWorldViewProj * pos;
|
|
||||||
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
|
||||||
vec4 pos = gl_Vertex;
|
|
||||||
vec4 pos2 = mWorld * gl_Vertex;
|
pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
|
||||||
/*
|
gl_Position = mWorldViewProj * pos;
|
||||||
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
|
||||||
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
vec4 pos = gl_Vertex;
|
||||||
* And bufferize calcul to a float
|
vec4 pos2 = mWorld * gl_Vertex;
|
||||||
*/
|
/*
|
||||||
float pos2XpZ = pos2.x + pos2.z;
|
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
||||||
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
|
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
||||||
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
|
* And bufferize calcul to a float
|
||||||
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
|
*/
|
||||||
gl_Position = mWorldViewProj * pos;
|
float pos2XpZ = pos2.x + pos2.z;
|
||||||
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
|
||||||
vec4 pos = gl_Vertex;
|
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
|
||||||
vec4 pos2 = mWorld * gl_Vertex;
|
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
|
||||||
if (gl_TexCoord[0].y < 0.05) {
|
gl_Position = mWorldViewProj * pos;
|
||||||
/*
|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
|
||||||
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
vec4 pos = gl_Vertex;
|
||||||
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
vec4 pos2 = mWorld * gl_Vertex;
|
||||||
* And bufferize calcul to a float
|
if (gl_TexCoord[0].y < 0.05) {
|
||||||
*/
|
/*
|
||||||
float pos2XpZ = pos2.x + pos2.z;
|
* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
|
||||||
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
|
* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
|
||||||
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
|
* And bufferize calcul to a float
|
||||||
}
|
*/
|
||||||
gl_Position = mWorldViewProj * pos;
|
float pos2XpZ = pos2.x + pos2.z;
|
||||||
#else
|
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
|
||||||
gl_Position = mWorldViewProj * gl_Vertex;
|
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
|
||||||
#endif
|
}
|
||||||
|
gl_Position = mWorldViewProj * pos;
|
||||||
vPosition = gl_Position.xyz;
|
#else
|
||||||
worldPosition = (mWorld * gl_Vertex).xyz;
|
gl_Position = mWorldViewProj * gl_Vertex;
|
||||||
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
#endif
|
||||||
|
|
||||||
vec3 normal, tangent, binormal;
|
vPosition = gl_Position.xyz;
|
||||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
||||||
if (gl_Normal.x > 0.5) {
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
||||||
// 1.0, 0.0, 0.0
|
|
||||||
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
vec3 normal, tangent, binormal;
|
||||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||||
} else if (gl_Normal.x < -0.5) {
|
if (gl_Normal.x > 0.5) {
|
||||||
// -1.0, 0.0, 0.0
|
// 1.0, 0.0, 0.0
|
||||||
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
||||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
} else if (gl_Normal.y > 0.5) {
|
} else if (gl_Normal.x < -0.5) {
|
||||||
// 0.0, 1.0, 0.0
|
// -1.0, 0.0, 0.0
|
||||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||||
binormal = 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) {
|
} else if (gl_Normal.y > 0.5) {
|
||||||
// 0.0, -1.0, 0.0
|
// 0.0, 1.0, 0.0
|
||||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||||
} else if (gl_Normal.z > 0.5) {
|
} else if (gl_Normal.y < -0.5) {
|
||||||
// 0.0, 0.0, 1.0
|
// 0.0, -1.0, 0.0
|
||||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||||
} else if (gl_Normal.z < -0.5) {
|
} else if (gl_Normal.z > 0.5) {
|
||||||
// 0.0, 0.0, -1.0
|
// 0.0, 0.0, 1.0
|
||||||
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
}
|
} else if (gl_Normal.z < -0.5) {
|
||||||
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
// 0.0, 0.0, -1.0
|
||||||
tangent.y, binormal.y, normal.y,
|
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
|
||||||
tangent.z, binormal.z, normal.z);
|
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||||
|
}
|
||||||
lightVec = sunPosition - worldPosition;
|
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
|
||||||
tsLightVec = lightVec * tbnMatrix;
|
tangent.y, binormal.y, normal.y,
|
||||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
tangent.z, binormal.z, normal.z);
|
||||||
tsEyeVec = eyeVec * tbnMatrix;
|
|
||||||
|
lightVec = sunPosition - worldPosition;
|
||||||
vec4 color;
|
tsLightVec = lightVec * tbnMatrix;
|
||||||
float day = gl_Color.r;
|
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||||
float night = gl_Color.g;
|
tsEyeVec = eyeVec * tbnMatrix;
|
||||||
float light_source = gl_Color.b;
|
|
||||||
|
vec4 color;
|
||||||
float rg = mix(night, day, dayNightRatio);
|
float day = gl_Color.r;
|
||||||
rg += light_source * 2.5; // Make light sources brighter
|
float night = gl_Color.g;
|
||||||
float b = rg;
|
float light_source = gl_Color.b;
|
||||||
|
|
||||||
// Moonlight is blue
|
float rg = mix(night, day, dayNightRatio);
|
||||||
b += (day - night) / 13.0;
|
rg += light_source * 2.5; // Make light sources brighter
|
||||||
rg -= (day - night) / 23.0;
|
float b = rg;
|
||||||
|
|
||||||
// Emphase blue a bit in darker places
|
// Moonlight is blue
|
||||||
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
b += (day - night) / 13.0;
|
||||||
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
|
rg -= (day - night) / 23.0;
|
||||||
|
|
||||||
// Artificial light is yellow-ish
|
// Emphase blue a bit in darker places
|
||||||
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
||||||
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
|
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
|
||||||
|
|
||||||
color.r = rg;
|
// Artificial light is yellow-ish
|
||||||
color.g = rg;
|
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
|
||||||
color.b = b;
|
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
|
||||||
|
|
||||||
color.a = gl_Color.a;
|
color.r = rg;
|
||||||
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
|
color.g = rg;
|
||||||
}
|
color.b = b;
|
||||||
|
|
||||||
|
color.a = gl_Color.a;
|
||||||
|
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
|
||||||
|
}
|
||||||
|
|
|
@ -1,35 +1,35 @@
|
||||||
uniform mat4 mWorldViewProj;
|
uniform mat4 mWorldViewProj;
|
||||||
uniform mat4 mInvWorld;
|
uniform mat4 mInvWorld;
|
||||||
uniform mat4 mTransWorld;
|
uniform mat4 mTransWorld;
|
||||||
uniform mat4 mWorld;
|
uniform mat4 mWorld;
|
||||||
|
|
||||||
uniform float dayNightRatio;
|
|
||||||
uniform vec3 eyePosition;
|
|
||||||
uniform float animationTimer;
|
|
||||||
|
|
||||||
varying vec3 vPosition;
|
|
||||||
varying vec3 worldPosition;
|
|
||||||
|
|
||||||
varying vec3 eyeVec;
|
|
||||||
varying vec3 lightVec;
|
|
||||||
varying vec3 tsEyeVec;
|
|
||||||
varying vec3 tsLightVec;
|
|
||||||
|
|
||||||
const float e = 2.718281828459;
|
|
||||||
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);
|
uniform float dayNightRatio;
|
||||||
|
uniform vec3 eyePosition;
|
||||||
lightVec = sunPosition - worldPosition;
|
uniform float animationTimer;
|
||||||
|
|
||||||
|
varying vec3 vPosition;
|
||||||
|
varying vec3 worldPosition;
|
||||||
|
|
||||||
|
varying vec3 eyeVec;
|
||||||
|
varying vec3 lightVec;
|
||||||
|
varying vec3 tsEyeVec;
|
||||||
|
varying vec3 tsLightVec;
|
||||||
|
|
||||||
|
const float e = 2.718281828459;
|
||||||
|
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);
|
||||||
|
|
||||||
|
lightVec = sunPosition - worldPosition;
|
||||||
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
|
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||||
|
|
||||||
gl_FrontColor = gl_BackColor = gl_Color;
|
gl_FrontColor = gl_BackColor = gl_Color;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue