67 lines
1.6 KiB
GLSL
67 lines
1.6 KiB
GLSL
uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform mat4 mWorld;
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uniform float dayNightRatio;
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uniform vec3 eyePosition;
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uniform float animationTimer;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying vec3 eyeVec;
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varying vec3 lightVec;
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varying vec3 normal;
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varying vec3 binormal;
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varying vec3 tangent;
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const float e = 2.718281828459;
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const float BS = 10.0;
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void main(void)
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = gl_Position.xyz;
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worldPosition = (gl_Vertex).xyz;
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vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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normal = normalize(gl_Normal);
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tangent = normalize(gl_MultiTexCoord1.xyz);
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binormal = normalize(gl_MultiTexCoord2.xyz);
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vec3 v;
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lightVec = sunPosition - worldPosition;
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eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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vec4 color;
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float day = gl_Color.r;
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float night = gl_Color.g;
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float light_source = gl_Color.b;
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 2.5; // Make light sources brighter
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float b = rg;
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// Moonlight is blue
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b += (day - night) / 13.0;
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rg -= (day - night) / 23.0;
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// Emphase blue a bit in darker places
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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b += max(0.0, (1.0 - abs(b - 0.13) / 0.17) * 0.025);
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// Artificial light is yellow-ish
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// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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rg += max(0.0, (1.0 - abs(rg - 0.85) / 0.15) * 0.065);
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color.r = rg;
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color.g = rg;
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color.b = b;
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
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}
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