diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl index a0dedcb..92f7709 100644 --- a/client/shaders/liquids_shader/opengl_fragment.glsl +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -85,12 +85,12 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) void main (void) { -vec2 fragCoord = fragPos.xz; +vec2 fragCoord = fragPos.xy; fragCoord = clamp(fragCoord,0.002,0.998); vec3 sunPos = vec3(0.0); sunPos.x=sin((timeOfDay-0.5)*3.14159); float timer = timeOfDay*1600; - cameraPos = eyePosition; + //cameraPos = eyePosition; //normal map vec2 nCoord = vec2(0.0); //normal coords @@ -166,7 +166,7 @@ vec2 fragCoord = fragPos.xz; //fresnel term float ior = 1.333; - ior = (cameraPos.y>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air + //ior = (cameraPos.y>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air float eta = max(ior, 0.00001); float fresnel = fresnel_dielectric(-vVec,nVec,eta); diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl index 56969a0..716f0bb 100644 --- a/client/shaders/liquids_shader/opengl_vertex.glsl +++ b/client/shaders/liquids_shader/opengl_vertex.glsl @@ -1,14 +1,10 @@ + uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform float dayNightRatio; -uniform float timeOfDay; uniform vec3 eyePosition; - -uniform float enableWaterWave; -uniform float waterWaveHeight; -uniform float waterWaveSpeed; -uniform float waterWaveLength; +uniform float timeOfDay; varying vec3 vPosition; varying vec3 viewVec; @@ -26,16 +22,18 @@ float rand(vec2 co) void main(void) { - gl_Position = mWorldViewProj * gl_Vertex; - if (enableWaterWave == 1.0) - { - float height_randomness = 1.0; - vec4 pos2 = gl_Vertex; - pos2.y -= 3.0; - pos2.y -= sin (pos2.z/waterWaveLength + timeOfDay * waterWaveSpeed * waterWaveLength) * waterWaveHeight - + sin ((pos2.z/waterWaveLength + timeOfDay * waterWaveSpeed * waterWaveLength)/7) * waterWaveHeight * height_randomness; - gl_Position = mWorldViewProj * pos2; - } + int wavelength = 20; + float waveheight = 1.0; + int wavespeed = 50; + int height_randomness = 1; + + vec4 pos2 = gl_Vertex; + pos2.y -= 3.0; + pos2.y -= sin (pos2.z/wavelength + timeOfDay * wavespeed * wavelength) * waveheight + + sin ((pos2.z/wavelength + timeOfDay * wavespeed * wavelength)/7) * waveheight * height_randomness; + + gl_Position = mWorldViewProj * pos2; + vPosition = (mWorldViewProj * gl_Vertex).xyz; vec3 pos = vec3(gl_Vertex); @@ -51,7 +49,7 @@ void main(void) worldPos = vec3(mTransWorld * gl_Vertex); fragPos = ftransform(); viewPos = pos - gl_ModelViewMatrixInverse[3].xyz; - //cameraPos = eyePosition; + cameraPos = eyePosition; vec4 color; //color = vec4(1.0, 1.0, 1.0, 1.0); diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl index 5944784..49d3ac1 100644 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -15,21 +15,26 @@ uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 tsEyeVec; varying vec3 eyeVec; +varying vec4 vColor; + +const float e = 2.718281828459; void main (void) { - float use_normalmap = texelFetch(useNormalmap,ivec2(1,1),0).r; + float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; float enable_bumpmapping = enableBumpmapping; vec3 color; vec2 uv = gl_TexCoord[0].st; float height; - vec2 tsEye = -tsEyeVec.xy; + vec2 tsEye = tsEyeVec.xy; if ((parallaxMappingMode == 1.0) && (use_normalmap > 0.0)) { float map_height = texture2D(normalTexture, uv).a; - float height = parallaxMappingScale * map_height - parallaxMappingBias; - uv = uv + height * tsEye; + if (map_height < 1.0){ + float height = parallaxMappingScale * map_height - parallaxMappingBias; + uv = uv + height * tsEyeVec.xy; + } } if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) { @@ -51,10 +56,10 @@ void main (void) if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { vec4 base = texture2D(baseTexture, uv); - vec3 vVec = normalize(tsEyeVec); + vec3 vVec = normalize(eyeVec); vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); vec3 R = reflect(-vVec, bump); - vec3 lVec = normalize(vec3(0.0, -0.4, 0.5)); + vec3 lVec = normalize(vVec*2); float diffuse = max(dot(lVec, bump), 0.0); float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); color = diffuse * base + 0.1 * specular * diffuse; @@ -64,13 +69,13 @@ void main (void) float alpha = texture2D(baseTexture, uv).a; float e_const = 2.71828; - vec4 col = vec4(color.r, color.g, color.b, alpha); + vec4 col = vec4(color.r, color.g, color.b, alpha) * vColor; col *= gl_Color; col = col * col; // SRGB -> Linear col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e_const; - col.g = 1.0 - exp(1.0 - col.g) / e_const; - col.b = 1.0 - exp(1.0 - col.b) / e_const; + col.r = 1.0 - exp(1.0 - col.r) / e; + col.g = 1.0 - exp(1.0 - col.g) / e; + col.b = 1.0 - exp(1.0 - col.b) / e; col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl index 0043e79..0c6fe79 100644 --- a/client/shaders/solids_shader/opengl_vertex.glsl +++ b/client/shaders/solids_shader/opengl_vertex.glsl @@ -1,13 +1,14 @@ uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; - uniform float dayNightRatio; + uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 eyeVec; varying vec3 tsEyeVec; +varying vec4 vColor; void main(void) { @@ -42,14 +43,14 @@ void main(void) 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); + + mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, + tangent.y, binormal.y, normal.y, + tangent.z, binormal.z, normal.z); eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; tsEyeVec = normalize(eyeVec * tbnMatrix); - + vec4 color; //color = vec4(1.0, 1.0, 1.0, 1.0); @@ -90,7 +91,8 @@ void main(void) color.a = gl_Color.a; - gl_FrontColor = gl_BackColor = color; + vColor = gl_FrontColor = gl_BackColor = color; gl_TexCoord[0] = gl_MultiTexCoord0; + }