RealBadAngel 6af29d0fcf Some tweaks again.
Fix compilation errors for older OpenGL
2013-11-10 11:23:33 +01:00

98 lines
2.4 KiB
GLSL

uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform vec3 eyePosition;
uniform float timeOfDay;
varying vec3 vPosition;
varying vec3 viewVec;
varying vec3 T,B,N;
varying vec3 worldPos;
varying vec4 fragPos;
varying vec3 viewPos;
varying vec3 cameraPos;
varying vec2 uv;
float rand(vec2 co)
{
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main(void)
{
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);
vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
if( length(c1)>length(c2) )
T = c1;
else
T = c2;
N = gl_Normal;
B = cross(N, T);
worldPos = vec3(mTransWorld * gl_Vertex);
fragPos = ftransform();
viewPos = pos - gl_ModelViewMatrixInverse[3].xyz;
cameraPos = eyePosition;
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);
float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;
/*color.r = mix(night, day, dayNightRatio);
color.g = color.r;
color.b = color.r;*/
float rg = mix(night, day, dayNightRatio);
rg += light_source * 1.5; // Make light sources brighter
float b = rg;
// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 13.0;
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
color.r = rg;
color.g = rg;
color.b = b;
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
//color *= 0.7;
color = sqrt(color); // Linear -> SRGB
color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
gl_TexCoord[0] = gl_MultiTexCoord0;
}