uniform mat4 mWorld; // Color of the light emitted by the sun. uniform vec3 dayLight; // The cameraOffset is the current center of the visible world. uniform highp vec3 cameraOffset; uniform float animationTimer; varying vec3 vNormal; varying vec3 vPosition; // World position in the visible world (i.e. relative to the cameraOffset.) // This can be used for many shader effects without loss of precision. // If the absolute position is required it can be calculated with // cameraOffset + worldPosition (for large coordinates the limits of float // precision must be considered). varying vec3 worldPosition; varying lowp vec4 varColor; // The centroid keyword ensures that after interpolation the texture coordinates // lie within the same bounds when MSAA is en- and disabled. // This fixes the stripes problem with nearest-neighbor textures and MSAA. #ifdef GL_ES varying mediump vec2 varTexCoord; #else centroid varying vec2 varTexCoord; #endif #ifdef ENABLE_DYNAMIC_SHADOWS // shadow uniforms uniform vec3 v_LightDirection; uniform float f_textureresolution; uniform mat4 m_ShadowViewProj; uniform float f_shadowfar; uniform float f_shadow_strength; uniform float f_timeofday; uniform vec4 CameraPos; varying float cosLight; varying float normalOffsetScale; varying float adj_shadow_strength; varying float f_normal_length; varying vec3 shadow_position; varying float perspective_factor; #endif varying float area_enable_parallax; varying highp vec3 eyeVec; varying float nightRatio; // Color of the light emitted by the light sources. const vec3 artificialLight = vec3(1.04, 1.04, 1.04); const float e = 2.718281828459; const float BS = 10.0; uniform float xyPerspectiveBias0; uniform float xyPerspectiveBias1; uniform float zPerspectiveBias; #ifdef ENABLE_DYNAMIC_SHADOWS vec4 getRelativePosition(in vec4 position) { vec2 l = position.xy - CameraPos.xy; vec2 s = l / abs(l); s = (1.0 - s * CameraPos.xy); l /= s; return vec4(l, s); } float getPerspectiveFactor(in vec4 relativePosition) { float pDistance = length(relativePosition.xy); float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1; return pFactor; } vec4 applyPerspectiveDistortion(in vec4 position) { vec4 l = getRelativePosition(position); float pFactor = getPerspectiveFactor(l); l.xy /= pFactor; position.xy = l.xy * l.zw + CameraPos.xy; position.z *= zPerspectiveBias; return position; } // custom smoothstep implementation because it's not defined in glsl1.2 // https://docs.gl/sl4/smoothstep float mtsmoothstep(in float edge0, in float edge1, in float x) { float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); return t * t * (3.0 - 2.0 * t); } #endif 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; } #if MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER // // Simple, fast noise function. // See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 // vec4 perm(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); } float snoise(vec3 p) { vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww); vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c + 1.0); vec4 o1 = fract(k3 * (1.0 / 41.0)); vec4 o2 = fract(k4 * (1.0 / 41.0)); vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } #endif void main(void) { varTexCoord = inTexCoord0.st; float disp_x; float disp_z; // OpenGL < 4.3 does not support continued preprocessor lines #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) vec4 pos2 = mWorld * inVertexPosition; 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 vec4 pos = inVertexPosition; #if MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER // Generate waves with Perlin-type noise. // The constants are calibrated such that they roughly // correspond to the old sine waves. vec3 wavePos = (mWorld * pos).xyz + cameraOffset; // The waves are slightly compressed along the z-axis to get // wave-fronts along the x-axis. wavePos.x /= WATER_WAVE_LENGTH * 3.0; wavePos.z /= WATER_WAVE_LENGTH * 2.0; wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0; pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES pos.x += disp_x; pos.y += disp_z * 0.1; pos.z += disp_z; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS if (varTexCoord.y < 0.05) { pos.x += disp_x; pos.z += disp_z; } #endif worldPosition = (mWorld * pos).xyz; gl_Position = mWorldViewProj * pos; vPosition = gl_Position.xyz; eyeVec = -(mWorldView * pos).xyz; #ifdef SECONDSTAGE normalPass = normalize((inVertexNormal+1)/2); #endif vNormal = inVertexNormal; // Calculate color. vec4 color = inVertexColor; // 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. // The alpha gives the ratio of sunlight in the incoming light. nightRatio = 1.0 - color.a; color.rgb = color.rgb * (color.a * dayLight.rgb + nightRatio * artificialLight.rgb) * 2.0; color.a = 1.0; // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp final_color_blend() float brightness = (color.r + color.g + color.b) / 3.0; color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) + 0.07 * brightness); varColor = clamp(color, 0.0, 1.0); #ifdef ENABLE_DYNAMIC_SHADOWS if (f_shadow_strength > 0.0) { #if MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS // The shadow shaders don't apply waving when creating the shadow-map. // We are using the not waved inVertexPosition to avoid ugly self-shadowing. vec4 shadow_pos = inVertexPosition; #else vec4 shadow_pos = pos; #endif vec3 nNormal; f_normal_length = length(vNormal); /* normalOffsetScale is in world coordinates (1/10th of a meter) z_bias is in light space coordinates */ float normalOffsetScale, z_bias; float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos)); if (f_normal_length > 0.0) { nNormal = normalize(vNormal); cosLight = max(1e-5, dot(nNormal, -v_LightDirection)); float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5); normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) / xyPerspectiveBias1 / f_textureresolution; z_bias = 1.0 * sinLight / cosLight; } else { nNormal = vec3(0.0); cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0); float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5); normalOffsetScale = 0.0; z_bias = 3.6e3 * sinLight / cosLight; } z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar; shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (shadow_pos + vec4(normalOffsetScale * nNormal, 0.0))).xyz; #if !defined(ENABLE_TRANSLUCENT_FOLIAGE) || MATERIAL_TYPE != TILE_MATERIAL_WAVING_LEAVES shadow_position.z -= z_bias; #endif perspective_factor = pFactor; if (f_timeofday < 0.2) { adj_shadow_strength = f_shadow_strength * 0.5 * (1.0 - mtsmoothstep(0.18, 0.2, f_timeofday)); } else if (f_timeofday >= 0.8) { adj_shadow_strength = f_shadow_strength * 0.5 * mtsmoothstep(0.8, 0.83, f_timeofday); } else { adj_shadow_strength = f_shadow_strength * mtsmoothstep(0.20, 0.25, f_timeofday) * (1.0 - mtsmoothstep(0.7, 0.8, f_timeofday)); } } #endif }