uniform mat4 mWorldViewProj; uniform mat4 mWorld; // Color of the light emitted by the sun. uniform vec3 dayLight; uniform vec3 eyePosition; uniform float animationTimer; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 lightVec; varying vec3 tsEyeVec; varying vec3 tsLightVec; varying float area_enable_parallax; // Color of the light emitted by the light sources. const vec3 artificialLight = vec3(1.04, 1.04, 1.04); // random-geek's colour definitions, for use with colour tinting. const vec3 sunEffect = vec3(1.0, 0.8, 0.4); const vec3 orange = vec3(1.0, 0.89, 0.75); const vec3 cyan = vec3(0.75, 0.89, 1.0); const float e = 2.718281828459; const float BS = 10.0; // random-geek's custom daylight. Colour temperature is based on amount of light, with intermediate values (dusk and dawn) being the most orange. vec3 globalSun = dayLight.rgb * mix(vec3(1.0), sunEffect, -2.25 * abs(dayLight.r - 0.5) + 1); 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; //TODO: make offset depending on view angle and parallax uv displacement //thats for textures that doesnt align vertically, like dirt with grass //gl_TexCoord[0].y += 0.008; //Allow parallax/relief mapping only for certain kind of nodes //Variable is also used to control area of the effect #if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) area_enable_parallax = 1.0; #else area_enable_parallax = 0.0; #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) vec4 pos2 = mWorld * gl_Vertex; float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002; 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 * 13.0 + tOffset)) * 0.5; #endif #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER vec4 pos = gl_Vertex; pos.y -= 2.0; float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES vec4 pos = gl_Vertex; pos.x += disp_x; pos.y += disp_z * 0.1; pos.z += disp_z; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS vec4 pos = gl_Vertex; if (gl_TexCoord[0].y < 0.05) { pos.x += disp_x; pos.z += disp_z; } gl_Position = mWorldViewProj * pos; #else gl_Position = mWorldViewProj * gl_Vertex; #endif vPosition = gl_Position.xyz; worldPosition = (mWorld * gl_Vertex).xyz; // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0, 0.0), vPosition); if (dist > 150.0) { area_enable_parallax = 0.0; } vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); vec3 normal, tangent, binormal; normal = normalize(gl_NormalMatrix * gl_Normal); tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); vec3 v; lightVec = sunPosition - worldPosition; v.x = dot(lightVec, tangent); v.y = dot(lightVec, binormal); v.z = dot(lightVec, normal); tsLightVec = normalize (v); eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; v.x = dot(eyeVec, tangent); v.y = dot(eyeVec, binormal); v.z = dot(eyeVec, normal); tsEyeVec = normalize (v); // Calculate color. // Red, green and blue components are pre-multiplied with // the brightness, so now we have to multiply these // colors with the color of the incoming light. // The pre-baked colors are halved to prevent overflow. vec4 color; // The alpha gives the ratio of sunlight in the incoming light. float nightRatio = 1 - gl_Color.a; vec3 localSun = globalSun * mix(cyan, orange, pow(gl_Color.a * globalSun.r, 3)); color.rgb = gl_Color.rgb * (gl_Color.a * globalSun + nightRatio * artificialLight.rgb) * 2; // random-geek's contrast; makes lights lighter and darks darker for better clarity. float light = max(color.r, max(color.g, color.b)); float lightNew = 0.75*(light-0.5)/(abs(light-0.5) + 0.25) + 0.5; color.rgb *= lightNew/light; // random-geek's colour grading; adds blue to darker areas and orange to lighter areas. color.rgb *= mix(cyan, orange, pow(lightNew, 2)); color.a = 1; gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); }