Nodes shader: Decrease amplitude of waving leaves and plants

Fix initialisation of variable 'disp'
Fix a few minor code style issues
Add independent X motion combining 2 prime frequencies
master^2
paramat 2016-03-25 17:50:26 +00:00
parent 630f453da4
commit 597c1d73da
1 changed files with 15 additions and 11 deletions

View File

@ -15,7 +15,6 @@ 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;
const float e = 2.718281828459; const float e = 2.718281828459;
const float BS = 10.0; const float BS = 10.0;
@ -55,12 +54,16 @@ void main(void)
#endif #endif
float disp_x;
float disp_z;
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
vec4 pos2 = mWorld * gl_Vertex; vec4 pos2 = mWorld * gl_Vertex;
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002; float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
disp = (smoothTriangleWave(animationTimer * 31.0 + tOffset) + disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
smoothTriangleWave(animationTimer * 29.0 + tOffset) + smoothTriangleWave(animationTimer * 29.0 + tOffset) +
smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9; smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif #endif
@ -72,14 +75,15 @@ void main(void)
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_x;
pos.y += disp * 0.1; pos.y += disp_z * 0.1;
pos.z += disp; pos.z += disp_z;
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.x += disp_x;
pos.z += disp_z;
} }
gl_Position = mWorldViewProj * pos; gl_Position = mWorldViewProj * pos;
#else #else
@ -91,7 +95,7 @@ void main(void)
worldPosition = (mWorld * gl_Vertex).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);
if (dist > 150.0) { if (dist > 150.0) {
area_enable_parallax = 0.0; area_enable_parallax = 0.0;
} }
@ -132,16 +136,16 @@ void main(void)
// 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);
} }