123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147 |
- uniform mat4 mWorldViewProj;
- uniform mat4 mInvWorld;
- uniform mat4 mTransWorld;
- uniform mat4 mWorld;
- uniform float dayNightRatio;
- 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;
- varying float disp;
- const float e = 2.718281828459;
- const float BS = 10.0;
- 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
- #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 = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
- smoothTriangleWave(animationTimer * 29.0 + tOffset) +
- smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9;
- #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 * 0.1;
- pos.y += disp * 0.1;
- pos.z += disp;
- 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.z += disp;
- }
- 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);
- vec4 color;
- float day = gl_Color.r;
- float night = gl_Color.g;
- float light_source = gl_Color.b;
- 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) / 23.0;
- // 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 = clamp(color,0.0,1.0);
- }
|