Shaders rework.
parent
60113bde74
commit
2330267d22
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@ -687,7 +687,21 @@ function tabbuilder.handle_settings_buttons(fields)
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if fields["cb_finite_liquid"] then
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engine.setting_set("liquid_finite", fields["cb_finite_liquid"])
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end
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if fields["cb_bumpmapping"] then
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engine.setting_set("enable_bumpmapping", fields["cb_bumpmapping"])
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end
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if fields["cb_parallax"] then
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engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
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end
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if fields["cb_waving_water"] then
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engine.setting_set("enable_waving_water", fields["cb_waving_water"])
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end
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if fields["cb_waving_leaves"] then
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engine.setting_set("enable_waving_leaves", fields["cb_waving_leaves"])
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end
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if fields["cb_waving_plants"] then
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engine.setting_set("enable_waving_plants", fields["cb_waving_plants"])
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end
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if fields["btn_change_keys"] ~= nil then
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engine.show_keys_menu()
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end
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@ -923,35 +937,57 @@ end
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--------------------------------------------------------------------------------
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function tabbuilder.tab_settings()
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return "vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" ..
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"checkbox[1,0.75;cb_fancy_trees;".. fgettext("Fancy trees") .. ";"
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tab_string =
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"vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" ..
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"checkbox[1,0;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";"
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.. dump(engine.setting_getbool("new_style_leaves")) .. "]"..
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"checkbox[1,1.25;cb_smooth_lighting;".. fgettext("Smooth Lighting")
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"checkbox[1,0.5;cb_smooth_lighting;".. fgettext("Smooth Lighting")
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.. ";".. dump(engine.setting_getbool("smooth_lighting")) .. "]"..
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"checkbox[1,1.75;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
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"checkbox[1,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
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.. dump(engine.setting_getbool("enable_3d_clouds")) .. "]"..
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"checkbox[1,2.25;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
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"checkbox[1,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
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.. dump(engine.setting_getbool("opaque_water")) .. "]"..
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"checkbox[4,0.75;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";"
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.. dump(engine.setting_getbool("mip_map")) .. "]"..
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"checkbox[4,1.25;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";"
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.. dump(engine.setting_getbool("anisotropic_filter")) .. "]"..
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"checkbox[4,1.75;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";"
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.. dump(engine.setting_getbool("bilinear_filter")) .. "]"..
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"checkbox[4,2.25;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";"
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.. dump(engine.setting_getbool("trilinear_filter")) .. "]"..
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"checkbox[7.5,0.75;cb_shaders;".. fgettext("Shaders") .. ";"
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.. dump(engine.setting_getbool("enable_shaders")) .. "]"..
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"checkbox[7.5,1.25;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
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"checkbox[1,2.0;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
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.. dump(engine.setting_getbool("preload_item_visuals")) .. "]"..
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"checkbox[7.5,1.75;cb_particles;".. fgettext("Enable Particles") .. ";"
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"checkbox[1,2.5;cb_particles;".. fgettext("Enable Particles") .. ";"
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.. dump(engine.setting_getbool("enable_particles")) .. "]"..
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"checkbox[7.5,2.25;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";"
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"checkbox[1,3.0;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";"
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.. dump(engine.setting_getbool("liquid_finite")) .. "]"..
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"button[1,4.25;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]"
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"checkbox[4.5,0;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";"
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.. dump(engine.setting_getbool("mip_map")) .. "]"..
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"checkbox[4.5,0.5;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";"
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.. dump(engine.setting_getbool("anisotropic_filter")) .. "]"..
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"checkbox[4.5,1.0;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";"
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.. dump(engine.setting_getbool("bilinear_filter")) .. "]"..
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"checkbox[4.5,1.5;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";"
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.. dump(engine.setting_getbool("trilinear_filter")) .. "]"..
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"checkbox[8,0;cb_shaders;".. fgettext("Shaders") .. ";"
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.. dump(engine.setting_getbool("enable_shaders")) .. "]"..
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"button[1,4.5;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]"
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if engine.setting_getbool("enable_shaders") then
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tab_string = tab_string ..
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"checkbox[8,0.5;cb_bumpmapping;".. fgettext("Bumpmapping") .. ";"
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.. dump(engine.setting_getbool("enable_bumpmapping")) .. "]"..
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"checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";"
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.. dump(engine.setting_getbool("enable_parallax_occlusion")) .. "]"..
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"checkbox[8,1.5;cb_waving_water;".. fgettext("Waving Water") .. ";"
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.. dump(engine.setting_getbool("enable_waving_water")) .. "]"..
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"checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";"
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.. dump(engine.setting_getbool("enable_waving_leaves")) .. "]"..
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"checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";"
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.. dump(engine.setting_getbool("enable_waving_plants")) .. "]"
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else
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tab_string = tab_string ..
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"textlist[8.33,0.7;4,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" ..
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"textlist[8.33,1.2;4,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" ..
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"textlist[8.33,1.7;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" ..
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"textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" ..
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"textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]"
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end
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return tab_string
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end
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--------------------------------------------------------------------------------
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@ -0,0 +1,67 @@
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#version 120
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform float enableBumpmapping;
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uniform float enableParallaxOcclusion;
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uniform float parallaxOcclusionScale;
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uniform float parallaxOcclusionBias;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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varying vec3 tsEyeVec;
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varying vec3 eyeVec;
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const float e = 2.718281828459;
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void main (void)
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{
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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float height;
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
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float map_height = texture2D(normalTexture, uv).a;
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if (map_height < 1.0){
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float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
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uv = uv + height * tsEye;
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}
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}
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vVec);
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float diffuse = max(dot(lVec, bump), 0.0);
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
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} else {
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color = texture2D(baseTexture, uv).rgb;
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}
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float alpha = texture2D(baseTexture, uv).a;
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / e;
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col.g = 1.0 - exp(1.0 - col.g) / e;
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col.b = 1.0 - exp(1.0 - col.b) / e;
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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@ -0,0 +1,99 @@
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#version 120
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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varying vec3 tsEyeVec;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec3 normal,tangent,binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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if (gl_Normal.x > 0.5) {
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// 1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.x < -0.5) {
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// -1.0, 0.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.y > 0.5) {
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// 0.0, 1.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.y < -0.5) {
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// 0.0, -1.0, 0.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.z > 0.5) {
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// 0.0, 0.0, 1.0
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.z < -0.5) {
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// 0.0, 0.0, -1.0
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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tsEyeVec = normalize(eyeVec * tbnMatrix);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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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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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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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) / 13.0;
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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 = clamp(rg,0.0,1.0);
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color.g = clamp(rg,0.0,1.0);
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color.b = clamp(b,0.0,1.0);
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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@ -1,46 +0,0 @@
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uniform sampler2D myTexture;
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uniform sampler2D normalTexture;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main (void)
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{
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vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
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float alpha = col.a;
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vec2 uv = gl_TexCoord[0].st;
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vec4 base = texture2D(myTexture, uv);
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vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
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vec3 vVec = normalize(viewVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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vec3 R = reflect(-vVec, bump);
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vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
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float diffuse = max(dot(lVec, bump), 0.0);
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vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
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float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
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color += vec3(0.2*specular*diffuse);
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col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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col = col * col; // SRGB -> Linear
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col *= 1.8;
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col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
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col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
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col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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col = sqrt(col); // Linear -> SRGB
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if(fogDistance != 0.0){
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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alpha = mix(alpha, 0.0, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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@ -1,98 +0,0 @@
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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uniform float dayNightRatio;
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varying vec3 vPosition;
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varying vec3 viewVec;
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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vec3 tangent;
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vec3 binormal;
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vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
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vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
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if( length(c1)>length(c2) )
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{
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tangent = c1;
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}
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else
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{
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tangent = c2;
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}
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tangent = normalize(tangent);
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//binormal = cross(gl_Normal, tangent);
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//binormal = normalize(binormal);
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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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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/*color.r = mix(night, day, dayNightRatio);
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color.g = color.r;
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color.b = color.r;*/
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float rg = mix(night, day, dayNightRatio);
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rg += light_source * 1.5; // 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) / 13.0;
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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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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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if(gl_Normal.y <= 0.5)
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color *= 0.6;
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//color *= 0.7;
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color = sqrt(color); // Linear -> SRGB
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
|
||||
vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
|
||||
//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
|
||||
//vec3 b1 = cross(n1, t1);
|
||||
|
||||
vec3 v;
|
||||
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
|
||||
vec3 vVec = -vVertex;
|
||||
//v.x = dot(vVec, t1);
|
||||
//v.y = dot(vVec, b1);
|
||||
//v.z = dot(vVec, n1);
|
||||
//viewVec = vVec;
|
||||
viewVec = normalize(vec3(0.0, -0.4, 0.5));
|
||||
//Vector representing the 0th texture coordinate passed to fragment shader
|
||||
//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
|
||||
|
||||
// Transform the current vertex
|
||||
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
|
@ -1,45 +0,0 @@
|
|||
|
||||
uniform sampler2D myTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
varying vec3 viewVec;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
float alpha = col.a;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
vec4 base = texture2D(myTexture, uv);
|
||||
vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
|
||||
vec3 vVec = normalize(viewVec);
|
||||
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));
|
||||
float diffuse = max(dot(lVec, bump), 0.0);
|
||||
|
||||
vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;
|
||||
|
||||
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color += vec3(0.2*specular*diffuse);
|
||||
|
||||
|
||||
col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
|
||||
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
|
||||
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
|
@ -1,98 +0,0 @@
|
|||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 viewVec;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
vec3 tangent;
|
||||
vec3 binormal;
|
||||
|
||||
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) )
|
||||
{
|
||||
tangent = c1;
|
||||
}
|
||||
else
|
||||
{
|
||||
tangent = c2;
|
||||
}
|
||||
|
||||
tangent = normalize(tangent);
|
||||
|
||||
//binormal = cross(gl_Normal, tangent);
|
||||
//binormal = normalize(binormal);
|
||||
|
||||
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;
|
||||
|
||||
vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
|
||||
vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
|
||||
//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
|
||||
//vec3 b1 = cross(n1, t1);
|
||||
|
||||
vec3 v;
|
||||
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
|
||||
vec3 vVec = -vVertex;
|
||||
//v.x = dot(vVec, t1);
|
||||
//v.y = dot(vVec, b1);
|
||||
//v.z = dot(vVec, n1);
|
||||
//viewVec = vVec;
|
||||
viewVec = normalize(vec3(0.0, -0.4, 0.5));
|
||||
//Vector representing the 0th texture coordinate passed to fragment shader
|
||||
//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
|
||||
|
||||
// Transform the current vertex
|
||||
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D baseTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
uniform sampler2D useNormalmap;
|
||||
|
||||
uniform float enableBumpmapping;
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
varying vec4 vColor;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
||||
float enable_bumpmapping = enableBumpmapping;
|
||||
|
||||
vec3 color;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
|
||||
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
|
||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
||||
vec3 vVec = normalize(eyeVec);
|
||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
||||
vec3 R = reflect(-vVec, bump);
|
||||
vec3 lVec = normalize(vVec);
|
||||
float diffuse = max(dot(lVec, bump), 0.0);
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
||||
} else {
|
||||
color = texture2D(baseTexture, uv).rgb;
|
||||
}
|
||||
|
||||
float alpha = texture2D(baseTexture, uv).a;
|
||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
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));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
|
@ -0,0 +1,87 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
uniform float animationTimer;
|
||||
|
||||
uniform float enableWavingLeaves;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
float smoothCurve( float x ) {
|
||||
return x * x *( 3.0 - 2.0 * x );
|
||||
}
|
||||
float triangleWave( float x ) {
|
||||
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
|
||||
}
|
||||
float smoothTriangleWave( float x ) {
|
||||
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
if (enableWavingLeaves == 1.0){
|
||||
vec4 pos = gl_Vertex;
|
||||
vec4 pos2 = mTransWorld*gl_Vertex;
|
||||
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
|
||||
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
|
||||
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
|
||||
gl_Position = mWorldViewProj * pos;
|
||||
}
|
||||
else
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
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 * 2.5; // 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 = clamp(rg,0.0,1.0);
|
||||
color.g = clamp(rg,0.0,1.0);
|
||||
color.b = clamp(b,0.0,1.0);
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
|
@ -0,0 +1,53 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D baseTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
uniform sampler2D useNormalmap;
|
||||
|
||||
uniform float enableBumpmapping;
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
||||
float enable_bumpmapping = enableBumpmapping;
|
||||
|
||||
vec3 color;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
|
||||
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
|
||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
||||
vec3 vVec = normalize(eyeVec);
|
||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
||||
vec3 R = reflect(-vVec, bump);
|
||||
vec3 lVec = normalize(vVec);
|
||||
float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
||||
} else {
|
||||
color = texture2D(baseTexture, uv).rgb;
|
||||
}
|
||||
|
||||
float alpha = gl_Color.a;
|
||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
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));
|
||||
alpha = mix(alpha, 0.0, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
|
@ -1,15 +1,33 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
uniform float animationTimer;
|
||||
|
||||
uniform float enableWavingWater;
|
||||
uniform float waterWaveLength;
|
||||
uniform float waterWaveHeight;
|
||||
uniform float waterWaveSpeed;
|
||||
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
if (enableWavingWater == 1.0){
|
||||
vec4 pos2 = gl_Vertex;
|
||||
pos2.y -= 2.0;
|
||||
pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
|
||||
+ sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
|
||||
gl_Position = mWorldViewProj * pos2;
|
||||
} else
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
vec4 color;
|
||||
|
@ -24,7 +42,7 @@ void main(void)
|
|||
color.b = color.r;*/
|
||||
|
||||
float rg = mix(night, day, dayNightRatio);
|
||||
rg += light_source * 1.0; // Make light sources brighter
|
||||
rg += light_source * 2.5; // Make light sources brighter
|
||||
float b = rg;
|
||||
|
||||
// Moonlight is blue
|
||||
|
@ -39,20 +57,13 @@ void main(void)
|
|||
// 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.r = clamp(rg,0.0,1.0);
|
||||
color.g = clamp(rg,0.0,1.0);
|
||||
color.b = clamp(b,0.0,1.0);
|
||||
color.a = gl_Color.a;
|
||||
|
||||
gl_FrontColor = gl_BackColor = color;
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
|
||||
}
|
|
@ -0,0 +1,53 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D baseTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
uniform sampler2D useNormalmap;
|
||||
|
||||
uniform float enableBumpmapping;
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
const float e = 2.718281828459;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
||||
float enable_bumpmapping = enableBumpmapping;
|
||||
|
||||
vec3 color;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
|
||||
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
|
||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
||||
vec3 vVec = normalize(eyeVec);
|
||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
||||
vec3 R = reflect(-vVec, bump);
|
||||
vec3 lVec = normalize(vVec);
|
||||
float diffuse = max(dot(lVec, bump), 0.0);
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
||||
} else {
|
||||
color = texture2D(baseTexture, uv).rgb;
|
||||
}
|
||||
|
||||
float alpha = texture2D(baseTexture, uv).a;
|
||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
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));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
|
@ -0,0 +1,87 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
uniform float animationTimer;
|
||||
|
||||
uniform float enableWavingPlants;
|
||||
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
|
||||
float smoothCurve( float x ) {
|
||||
return x * x *( 3.0 - 2.0 * x );
|
||||
}
|
||||
float triangleWave( float x ) {
|
||||
return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
|
||||
}
|
||||
float smoothTriangleWave( float x ) {
|
||||
return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
if (enableWavingPlants == 1.0){
|
||||
vec4 pos = gl_Vertex;
|
||||
vec4 pos2 = mTransWorld * gl_Vertex;
|
||||
if (gl_TexCoord[0].y < 0.05) {
|
||||
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
||||
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
||||
}
|
||||
gl_Position = mWorldViewProj * pos;
|
||||
}
|
||||
else
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
||||
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 * 2.5; // 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 = clamp(rg,0.0,1.0);
|
||||
color.g = clamp(rg,0.0,1.0);
|
||||
color.b = clamp(b,0.0,1.0);
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
|
@ -0,0 +1 @@
|
|||
trans_alphach_ref
|
|
@ -0,0 +1,87 @@
|
|||
#version 120
|
||||
|
||||
uniform sampler2D baseTexture;
|
||||
uniform sampler2D normalTexture;
|
||||
uniform sampler2D useNormalmap;
|
||||
|
||||
uniform float enableBumpmapping;
|
||||
uniform float enableParallaxOcclusion;
|
||||
uniform float parallaxOcclusionScale;
|
||||
uniform float parallaxOcclusionBias;
|
||||
|
||||
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
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 = texture2D(useNormalmap,vec2(1.0,1.0)).r;
|
||||
float enable_bumpmapping = enableBumpmapping;
|
||||
|
||||
vec3 color;
|
||||
vec2 uv = gl_TexCoord[0].st;
|
||||
float height;
|
||||
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
|
||||
|
||||
if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
|
||||
float map_height = texture2D(normalTexture, uv).a;
|
||||
if (map_height < 1.0){
|
||||
float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
|
||||
uv = uv + height * tsEye;
|
||||
}
|
||||
}
|
||||
/* Steep parallax code, for future use
|
||||
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
|
||||
const float numSteps = 40.0;
|
||||
float height = 1.0;
|
||||
float step = 1.0 / numSteps;
|
||||
vec4 NB = texture2D(normalTexture, uv);
|
||||
vec2 delta = tsEye * parallaxMappingScale / numSteps;
|
||||
for (float i = 0.0; i < numSteps; i++) {
|
||||
if (NB.a < height) {
|
||||
height -= step;
|
||||
uv += delta;
|
||||
NB = texture2D(normalTexture, uv);
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
|
||||
vec3 base = texture2D(baseTexture, uv).rgb;
|
||||
vec3 vVec = normalize(eyeVec);
|
||||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
|
||||
vec3 R = reflect(-vVec, bump);
|
||||
vec3 lVec = normalize(vVec);
|
||||
float diffuse = max(dot(lVec, bump), 0.0);
|
||||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
|
||||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;
|
||||
} else {
|
||||
color = texture2D(baseTexture, uv).rgb;
|
||||
}
|
||||
|
||||
float alpha = texture2D(baseTexture, uv).a;
|
||||
vec4 col = vec4(color.r, color.g, color.b, alpha);
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
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));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
|
||||
}
|
|
@ -0,0 +1,99 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
varying vec3 vPosition;
|
||||
varying vec3 eyeVec;
|
||||
varying vec3 tsEyeVec;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
vec3 normal,tangent,binormal;
|
||||
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
|
||||
if (gl_Normal.x > 0.5) {
|
||||
// 1.0, 0.0, 0.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||
} else if (gl_Normal.x < -0.5) {
|
||||
// -1.0, 0.0, 0.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||
} else if (gl_Normal.y > 0.5) {
|
||||
// 0.0, 1.0, 0.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||
} else if (gl_Normal.y < -0.5) {
|
||||
// 0.0, -1.0, 0.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
|
||||
} else if (gl_Normal.z > 0.5) {
|
||||
// 0.0, 0.0, 1.0
|
||||
tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
|
||||
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
|
||||
} else if (gl_Normal.z < -0.5) {
|
||||
// 0.0, 0.0, -1.0
|
||||
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);
|
||||
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
tsEyeVec = normalize(eyeVec * tbnMatrix);
|
||||
|
||||
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 * 2.5; // 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 = clamp(rg,0.0,1.0);
|
||||
color.g = clamp(rg,0.0,1.0);
|
||||
color.b = clamp(b,0.0,1.0);
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
|
@ -1,25 +0,0 @@
|
|||
|
||||
uniform sampler2D myTexture;
|
||||
uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
//vec4 col = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
float a = col.a;
|
||||
col *= gl_Color;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
|
||||
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
|
||||
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
col = mix(col, skyBgColor, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, a);
|
||||
}
|
|
@ -1,23 +0,0 @@
|
|||
|
||||
uniform sampler2D myTexture;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
col *= gl_Color;
|
||||
float a = gl_Color.a;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
|
||||
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
|
||||
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
a = mix(a, 0.0, d);
|
||||
}
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, a);
|
||||
}
|
|
@ -1,51 +0,0 @@
|
|||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
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 * 1.0; // 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;
|
||||
|
||||
color.a = gl_Color.a;
|
||||
|
||||
gl_FrontColor = gl_BackColor = color;
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
trans_alphach
|
|
@ -1,25 +0,0 @@
|
|||
|
||||
uniform sampler2D myTexture;
|
||||
uniform float fogDistance;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
|
||||
col *= gl_Color;
|
||||
float a = col.a;
|
||||
col = col * col; // SRGB -> Linear
|
||||
col *= 1.8;
|
||||
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);
|
||||
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
|
||||
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
|
||||
col = sqrt(col); // Linear -> SRGB
|
||||
|
||||
if(fogDistance != 0.0){
|
||||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
||||
a = mix(a, 0.0, d);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(col.r, col.g, col.b, a);
|
||||
}
|
|
@ -1,51 +0,0 @@
|
|||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
|
||||
varying vec3 vPosition;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
|
||||
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 * 1.0; // 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;
|
||||
|
||||
color.a = gl_Color.a;
|
||||
|
||||
gl_FrontColor = gl_BackColor = color;
|
||||
|
||||
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||
}
|
|
@ -171,6 +171,22 @@
|
|||
#enable_shaders = true
|
||||
# Set to true to enable textures bumpmapping. Requires shaders enabled.
|
||||
#enable_bumpmapping = false
|
||||
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
|
||||
#enable_parallax_occlusion = false
|
||||
# Scale of parallax occlusion effect
|
||||
#parallax_mapping_scale = 0.08
|
||||
# Bias of parallax occlusion effect, usually scale/2
|
||||
#parallax_mapping_scale = 0.04
|
||||
# Set to true enables waving water. Requires shaders enabled.
|
||||
#enable_waving_water = false
|
||||
# Parameters for waving water:
|
||||
#water_wave_height = 1.0
|
||||
#water_wave_length = 20.0
|
||||
#water_wave_speed = 5.0
|
||||
# Set to true enables waving leaves. Requires shaders enabled.
|
||||
#enable_waving_leaves = false
|
||||
# Set to true enables waving plants. Requires shaders enabled.
|
||||
#enable_waving_plants = false
|
||||
# The time in seconds it takes between repeated
|
||||
# right clicks when holding the right mouse button
|
||||
#repeat_rightclick_time = 0.25
|
||||
|
|
|
@ -126,6 +126,15 @@ void set_default_settings(Settings *settings)
|
|||
settings->setDefault("trilinear_filter", "false");
|
||||
settings->setDefault("preload_item_visuals", "true");
|
||||
settings->setDefault("enable_bumpmapping", "false");
|
||||
settings->setDefault("enable_parallax_occlusion", "false");
|
||||
settings->setDefault("parallax_occlusion_scale", "0.08");
|
||||
settings->setDefault("parallax_occlusion_bias", "0.04");
|
||||
settings->setDefault("enable_waving_water", "false");
|
||||
settings->setDefault("water_wave_height", "1.0");
|
||||
settings->setDefault("water_wave_length", "20.0");
|
||||
settings->setDefault("water_wave_speed", "5.0");
|
||||
settings->setDefault("enable_waving_leaves", "false");
|
||||
settings->setDefault("enable_waving_plants", "false");
|
||||
settings->setDefault("enable_shaders", "true");
|
||||
settings->setDefault("repeat_rightclick_time", "0.25");
|
||||
settings->setDefault("enable_particles", "true");
|
||||
|
|
57
src/game.cpp
57
src/game.cpp
|
@ -805,13 +805,64 @@ public:
|
|||
float daynight_ratio_f = (float)daynight_ratio / 1000.0;
|
||||
services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
|
||||
|
||||
u32 animation_timer = porting::getTimeMs() % 100000;
|
||||
float animation_timer_f = (float)animation_timer / 100000.0;
|
||||
services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
|
||||
services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
|
||||
|
||||
LocalPlayer* player = m_client->getEnv().getLocalPlayer();
|
||||
v3f eye_position = player->getEyePosition();
|
||||
services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
|
||||
services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
|
||||
|
||||
float enable_bumpmapping = 0;
|
||||
if (g_settings->getBool("enable_bumpmapping"))
|
||||
enable_bumpmapping = 1;
|
||||
services->setPixelShaderConstant("enableBumpmapping", &enable_bumpmapping, 1);
|
||||
|
||||
float enable_parallax_occlusion = 0;
|
||||
if (g_settings->getBool("enable_parallax_occlusion"));{
|
||||
enable_parallax_occlusion = 1;
|
||||
float parallax_occlusion_scale = g_settings->getFloat("parallax_occlusion_scale");
|
||||
services->setPixelShaderConstant("parallaxOcclusionScale", ¶llax_occlusion_scale, 1);
|
||||
float parallax_occlusion_bias = g_settings->getFloat("parallax_occlusion_bias");
|
||||
services->setPixelShaderConstant("parallaxOcclusionBias", ¶llax_occlusion_bias, 1);
|
||||
}
|
||||
services->setPixelShaderConstant("enableParallaxOcclusion", &enable_parallax_occlusion, 1);
|
||||
|
||||
float enable_waving_water = 0;
|
||||
if (g_settings->getBool("enable_waving_water")){
|
||||
enable_waving_water = 1;
|
||||
float water_wave_height_f = g_settings->getFloat("water_wave_height");
|
||||
services->setVertexShaderConstant("waterWaveHeight", &water_wave_height_f, 1);
|
||||
float water_wave_length_f = g_settings->getFloat("water_wave_length");
|
||||
services->setVertexShaderConstant("waterWaveLength", &water_wave_length_f, 1);
|
||||
float water_wave_speed_f = g_settings->getFloat("water_wave_speed");
|
||||
services->setVertexShaderConstant("waterWaveSpeed", &water_wave_speed_f, 1);
|
||||
}
|
||||
services->setVertexShaderConstant("enableWavingWater", &enable_waving_water, 1);
|
||||
|
||||
float enable_waving_leaves = 0;
|
||||
if (g_settings->getBool("enable_waving_leaves"))
|
||||
enable_waving_leaves = 1;
|
||||
services->setVertexShaderConstant("enableWavingLeaves", &enable_waving_leaves, 1);
|
||||
|
||||
float enable_waving_plants = 0;
|
||||
if (g_settings->getBool("enable_waving_plants"))
|
||||
enable_waving_plants = 1;
|
||||
services->setVertexShaderConstant("enableWavingPlants", &enable_waving_plants, 1);
|
||||
|
||||
|
||||
// Normal map texture layer
|
||||
int layer = 1;
|
||||
int layer1 = 1;
|
||||
int layer2 = 2;
|
||||
// before 1.8 there isn't a "integer interface", only float
|
||||
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
|
||||
services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer, 1);
|
||||
services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1);
|
||||
services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1);
|
||||
#else
|
||||
services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer, 1);
|
||||
services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1);
|
||||
services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1);
|
||||
#endif
|
||||
}
|
||||
};
|
||||
|
|
|
@ -390,16 +390,18 @@ public:
|
|||
/*
|
||||
Make a mesh from the node
|
||||
*/
|
||||
bool reenable_shaders = false;
|
||||
if(g_settings->getBool("enable_shaders")){
|
||||
reenable_shaders = true;
|
||||
g_settings->setBool("enable_shaders",false);
|
||||
}
|
||||
MeshMakeData mesh_make_data(gamedef);
|
||||
MapNode mesh_make_node(id, param1, 0);
|
||||
mesh_make_data.fillSingleNode(&mesh_make_node);
|
||||
MapBlockMesh mapblock_mesh(&mesh_make_data);
|
||||
|
||||
scene::IMesh *node_mesh = mapblock_mesh.getMesh();
|
||||
assert(node_mesh);
|
||||
video::SColor c(255, 255, 255, 255);
|
||||
if(g_settings->getBool("enable_shaders"))
|
||||
c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
|
||||
setMeshColor(node_mesh, c);
|
||||
|
||||
/*
|
||||
|
@ -455,6 +457,9 @@ public:
|
|||
|
||||
//no way reference count can be smaller than 2 in this place!
|
||||
assert(cc->wield_mesh->getReferenceCount() >= 2);
|
||||
|
||||
if (reenable_shaders)
|
||||
g_settings->setBool("enable_shaders",true);
|
||||
}
|
||||
|
||||
// Put in cache
|
||||
|
|
|
@ -1112,18 +1112,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
|
|||
bool enable_shaders = g_settings->getBool("enable_shaders");
|
||||
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
|
||||
|
||||
video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3, bumpmaps1, bumpmaps2;
|
||||
shadermat1 = shadermat2 = shadermat3 = bumpmaps1 = bumpmaps2 = video::EMT_SOLID;
|
||||
video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
|
||||
shadermat4, shadermat5;
|
||||
shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
|
||||
video::EMT_SOLID;
|
||||
|
||||
if (enable_shaders) {
|
||||
IShaderSource *shdrsrc = m_gamedef->getShaderSource();
|
||||
shadermat1 = shdrsrc->getShader("test_shader_1").material;
|
||||
shadermat2 = shdrsrc->getShader("test_shader_2").material;
|
||||
shadermat3 = shdrsrc->getShader("test_shader_3").material;
|
||||
if (enable_bumpmapping) {
|
||||
bumpmaps1 = shdrsrc->getShader("bumpmaps_solids").material;
|
||||
bumpmaps2 = shdrsrc->getShader("bumpmaps_liquids").material;
|
||||
}
|
||||
shadermat1 = shdrsrc->getShader("solids_shader").material;
|
||||
shadermat2 = shdrsrc->getShader("liquids_shader").material;
|
||||
shadermat3 = shdrsrc->getShader("alpha_shader").material;
|
||||
shadermat4 = shdrsrc->getShader("leaves_shader").material;
|
||||
shadermat5 = shdrsrc->getShader("plants_shader").material;
|
||||
}
|
||||
|
||||
for(u32 i = 0; i < collector.prebuffers.size(); i++)
|
||||
|
@ -1204,22 +1204,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
|
|||
material.setFlag(video::EMF_FOG_ENABLE, true);
|
||||
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
|
||||
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
|
||||
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
material.setTexture(0, p.tile.texture);
|
||||
|
||||
if (enable_shaders) {
|
||||
video::E_MATERIAL_TYPE smat1 = shadermat1;
|
||||
video::E_MATERIAL_TYPE smat2 = shadermat2;
|
||||
video::E_MATERIAL_TYPE smat3 = shadermat3;
|
||||
|
||||
if (enable_bumpmapping) {
|
||||
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
||||
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
|
||||
|
||||
if (enable_shaders) {
|
||||
ITextureSource *tsrc = data->m_gamedef->tsrc();
|
||||
material.setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||
if (enable_bumpmapping) {
|
||||
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
|
||||
std::string normal_ext = "_normal.png";
|
||||
size_t pos = fname_base.find(".");
|
||||
std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
|
||||
|
||||
|
||||
if (tsrc->isKnownSourceImage(fname_normal)) {
|
||||
// look for image extension and replace it
|
||||
size_t i = 0;
|
||||
|
@ -1227,19 +1223,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
|
|||
fname_base.replace(i, 4, normal_ext);
|
||||
i += normal_ext.length();
|
||||
}
|
||||
|
||||
material.setTexture(1, tsrc->getTexture(fname_base));
|
||||
|
||||
smat1 = bumpmaps1;
|
||||
smat2 = bumpmaps2;
|
||||
material.setTexture(2, tsrc->getTexture("enable_img.png"));
|
||||
}
|
||||
}
|
||||
|
||||
p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3);
|
||||
p.tile.applyMaterialOptionsWithShaders(material,
|
||||
shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
|
||||
} else {
|
||||
p.tile.applyMaterialOptions(material);
|
||||
}
|
||||
|
||||
// Create meshbuffer
|
||||
|
||||
// This is a "Standard MeshBuffer",
|
||||
|
@ -1369,18 +1361,21 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
|
|||
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
|
||||
// Set the texture
|
||||
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
|
||||
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
|
||||
if (enable_shaders && enable_bumpmapping)
|
||||
{
|
||||
std::string basename,normal;
|
||||
basename = tsrc->getTextureName(tile.texture_id);
|
||||
std::string fname_base,fname_normal;
|
||||
fname_base = tsrc->getTextureName(tile.texture_id);
|
||||
unsigned pos;
|
||||
pos = basename.find(".");
|
||||
normal = basename.substr (0, pos);
|
||||
normal += "_normal.png";
|
||||
os.str("");
|
||||
os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
|
||||
if (tsrc->isKnownSourceImage(normal))
|
||||
pos = fname_base.find(".");
|
||||
fname_normal = fname_base.substr (0, pos);
|
||||
fname_normal += "_normal.png";
|
||||
if (tsrc->isKnownSourceImage(fname_normal)){
|
||||
os.str("");
|
||||
os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
|
||||
buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
|
||||
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -225,6 +225,7 @@ void ContentFeatures::reset()
|
|||
damage_per_second = 0;
|
||||
node_box = NodeBox();
|
||||
selection_box = NodeBox();
|
||||
waving = 0;
|
||||
legacy_facedir_simple = false;
|
||||
legacy_wallmounted = false;
|
||||
sound_footstep = SimpleSoundSpec();
|
||||
|
@ -292,6 +293,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version)
|
|||
writeU8(os, liquid_range);
|
||||
// Stuff below should be moved to correct place in a version that otherwise changes
|
||||
// the protocol version
|
||||
writeU8(os, waving);
|
||||
}
|
||||
|
||||
void ContentFeatures::deSerialize(std::istream &is)
|
||||
|
@ -359,6 +361,7 @@ void ContentFeatures::deSerialize(std::istream &is)
|
|||
try{
|
||||
// Stuff below should be moved to correct place in a version that
|
||||
// otherwise changes the protocol version
|
||||
waving = readU8(is);
|
||||
}catch(SerializationError &e) {};
|
||||
}
|
||||
|
||||
|
@ -618,6 +621,9 @@ public:
|
|||
}
|
||||
|
||||
bool is_liquid = false;
|
||||
u8 material_type;
|
||||
material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
|
||||
|
||||
switch(f->drawtype){
|
||||
default:
|
||||
case NDT_NORMAL:
|
||||
|
@ -669,10 +675,14 @@ public:
|
|||
tiledef[i].name += std::string("^[noalpha");
|
||||
}
|
||||
}
|
||||
if (f->waving == 1)
|
||||
material_type = TILE_MATERIAL_LEAVES;
|
||||
break;
|
||||
case NDT_PLANTLIKE:
|
||||
f->solidness = 0;
|
||||
f->backface_culling = false;
|
||||
if (f->waving == 1)
|
||||
material_type = TILE_MATERIAL_PLANTS;
|
||||
break;
|
||||
case NDT_TORCHLIKE:
|
||||
case NDT_SIGNLIKE:
|
||||
|
@ -683,11 +693,8 @@ public:
|
|||
break;
|
||||
}
|
||||
|
||||
u8 material_type;
|
||||
if (is_liquid)
|
||||
material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
|
||||
else
|
||||
material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
|
||||
|
||||
// Tiles (fill in f->tiles[])
|
||||
for(u16 j=0; j<6; j++){
|
||||
|
|
|
@ -234,6 +234,8 @@ struct ContentFeatures
|
|||
u32 damage_per_second;
|
||||
NodeBox node_box;
|
||||
NodeBox selection_box;
|
||||
// Used for waving leaves/plants
|
||||
u8 waving;
|
||||
// Compatibility with old maps
|
||||
// Set to true if paramtype used to be 'facedir_simple'
|
||||
bool legacy_facedir_simple;
|
||||
|
|
|
@ -428,6 +428,9 @@ ContentFeatures read_content_features(lua_State *L, int index)
|
|||
f.selection_box = read_nodebox(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
f.waving = getintfield_default(L, index,
|
||||
"waving", f.waving);
|
||||
|
||||
// Set to true if paramtype used to be 'facedir_simple'
|
||||
getboolfield(L, index, "legacy_facedir_simple", f.legacy_facedir_simple);
|
||||
// Set to true if wall_mounted used to be set to true
|
||||
|
|
18
src/tile.h
18
src/tile.h
|
@ -136,6 +136,8 @@ enum MaterialType{
|
|||
TILE_MATERIAL_ALPHA,
|
||||
TILE_MATERIAL_LIQUID_TRANSPARENT,
|
||||
TILE_MATERIAL_LIQUID_OPAQUE,
|
||||
TILE_MATERIAL_LEAVES,
|
||||
TILE_MATERIAL_PLANTS
|
||||
};
|
||||
|
||||
// Material flags
|
||||
|
@ -204,13 +206,21 @@ struct TileSpec
|
|||
case TILE_MATERIAL_LIQUID_OPAQUE:
|
||||
material.MaterialType = video::EMT_SOLID;
|
||||
break;
|
||||
case TILE_MATERIAL_LEAVES:
|
||||
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
break;
|
||||
case TILE_MATERIAL_PLANTS:
|
||||
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
break;
|
||||
}
|
||||
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
|
||||
}
|
||||
void applyMaterialOptionsWithShaders(video::SMaterial &material,
|
||||
const video::E_MATERIAL_TYPE &basic,
|
||||
const video::E_MATERIAL_TYPE &liquid,
|
||||
const video::E_MATERIAL_TYPE &alpha) const
|
||||
const video::E_MATERIAL_TYPE &alpha,
|
||||
const video::E_MATERIAL_TYPE &leaves,
|
||||
const video::E_MATERIAL_TYPE &plants) const
|
||||
{
|
||||
switch(material_type){
|
||||
case TILE_MATERIAL_BASIC:
|
||||
|
@ -225,6 +235,12 @@ struct TileSpec
|
|||
case TILE_MATERIAL_LIQUID_OPAQUE:
|
||||
material.MaterialType = liquid;
|
||||
break;
|
||||
case TILE_MATERIAL_LEAVES:
|
||||
material.MaterialType = leaves;
|
||||
break;
|
||||
case TILE_MATERIAL_PLANTS:
|
||||
material.MaterialType = plants;
|
||||
break;
|
||||
}
|
||||
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
|
||||
}
|
||||
|
|
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Reference in New Issue