commit 989702490b1c221f4060c7f32de677594a97177d Author: RealBadAngel Date: Tue Nov 24 20:29:14 2015 +0100 Upload diff --git a/opengl_fragment.glsl b/opengl_fragment.glsl new file mode 100644 index 0000000..91d11dc --- /dev/null +++ b/opengl_fragment.glsl @@ -0,0 +1,79 @@ +uniform sampler2D baseTexture; +uniform sampler2D normalTexture; +uniform sampler2D textureFlags; +uniform sampler2D specialTexture; + +uniform vec4 skyBgColor; +uniform float fogDistance; +uniform vec3 eyePosition; +uniform float animationTimer; + +varying vec3 vPosition; +varying vec3 worldPosition; + +varying vec3 normal; +varying vec3 tangent; +varying vec3 binormal; + +varying vec3 eyeVec; +varying vec3 lightVec; + +const float e = 2.718281828459; +const float BS = 10.0; + +// Water normalmap code based on water shader by martinsh +// http://devlog-martinsh.blogspot.com/ + +float windSpeed = 1.0; //wind speed +float scale = 1.0; //overall wave scale +vec2 bigWaves = vec2(1.5, 1.0); //strength of big waves +vec2 midWaves = vec2(0.3, 0.15); //strength of middle sized waves +vec2 smallWaves = vec2(0.4, 0.3); //strength of small waves +float choppy = 0.05; //wave choppyness + +void main(void) +{ + vec2 windDir = vec2(0.0, 0.0); //wind direction XY + float x,y,z; + x = 0.5 * worldPosition.x; + y = 0.25 * worldPosition.y; + z = 0.5 * worldPosition.z; + vec2 uv = vec2 (x + y, z - y); + float timer = animationTimer * 50.0; + if (normal.x == 0.0 && normal.z == 0.0) + windDir = 0.7 * normalize(vec2(-binormal.x, -binormal.z)); + else if (binormal.x == 0.0 && binormal.z == 0.0) + windDir = vec2 (4.5, -4.5); + else + windDir = 4.5 * normalize(vec2(binormal.x, binormal.z)); + + //normal map + vec2 nCoord = vec2(0.0, 0.0); + nCoord = uv * (scale * 0.05) + windDir * timer * (windSpeed * 0.04); + vec3 normal0 = 2.0 * texture2D(normalTexture, + nCoord + vec2(-timer * 0.015, -timer * 0.005)).rgb - 1.0; + nCoord = uv * (scale * 0.1) + windDir * timer * (windSpeed * 0.08) + - (normal0.xy / normal0.zz) * choppy; + vec3 normal1 = 2.0 * texture2D(normalTexture, + nCoord + vec2(timer * 0.020, timer * 0.015)).rgb - 1.0; + nCoord = uv * (scale * 0.25) + windDir * timer * (windSpeed*0.07)-(normal1.xy/normal1.zz)*choppy; + vec3 normal2 = 2.0 * texture2D(normalTexture, nCoord + vec2(-timer*0.04,-timer*0.03)).rgb - 1.0; + nCoord = uv * (scale * 0.5) + windDir * timer * (windSpeed*0.09)-(normal2.xy/normal2.z)*choppy; + vec3 normal3 = 2.0 * texture2D(normalTexture, nCoord + vec2(+timer*0.03,+timer*0.04)).rgb - 1.0; + nCoord = uv * (scale* 1.0) + windDir * timer * (windSpeed*0.4)-(normal3.xy/normal3.zz)*choppy; + vec3 normal4 = 2.0 * texture2D(normalTexture, nCoord + vec2(-timer*0.02,+timer*0.1)).rgb - 1.0; + nCoord = uv * (scale * 2.0) + windDir * timer * (windSpeed*0.7)-(normal4.xy/normal4.zz)*choppy; + vec3 normal5 = 2.0 * texture2D(normalTexture, nCoord + vec2(+timer*0.1,-timer*0.06)).rgb - 1.0; + + vec3 nVec = vec3(normalize(normal0 * bigWaves.x + normal1 * bigWaves.y + + normal2 * midWaves.x + normal3 * midWaves.y + + normal4 * smallWaves.x + normal5 * smallWaves.y)); + + vec3 base = vec3(0.1, 0.51, 0.9); + vec3 color = base * dot(-normalize(eyeVec), nVec); + float alpha = clamp((color.r + color.b + color.g) * 1.5, 0.2, 0.65); + vec4 col = vec4(color.rgb, 1.0); + col *= gl_Color; + col.a = alpha; + gl_FragColor = vec4(col.rgba); +} diff --git a/opengl_vertex.glsl b/opengl_vertex.glsl new file mode 100644 index 0000000..deeba52 --- /dev/null +++ b/opengl_vertex.glsl @@ -0,0 +1,66 @@ +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +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 normal; +varying vec3 binormal; +varying vec3 tangent; + +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 = (gl_Vertex).xyz; + vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); + + normal = normalize(gl_Normal); + tangent = normalize(gl_MultiTexCoord1.xyz); + binormal = normalize(gl_MultiTexCoord2.xyz); + + vec3 v; + + lightVec = sunPosition - worldPosition; + eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; + + vec4 color; + float day = gl_Color.r; + float night = gl_Color.g; + float light_source = gl_Color.b; + + float rg = mix(night, day, dayNightRatio); + rg += light_source * 2.5; // Make light sources brighter + float b = rg; + + // Moonlight is blue + b += (day - night) / 13.0; + rg -= (day - night) / 23.0; + + // 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; + + color.a = gl_Color.a; + gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); +}