minetest/client/shaders/nodes_shader/opengl_vertex.glsl
lhofhansl 5fde69798c
Simple shader fixes. (#8991)
1. Pass current camera offset to shader, so shader have access to the global coordinates
2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader
3. Delay animation timer wrap-around (from 100s to about 16 minutes)
2019-09-26 13:57:39 -07:00

153 lines
4.7 KiB
GLSL

uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
// Color of the light emitted by the sun.
uniform vec3 dayLight;
uniform vec3 eyePosition;
// The cameraOffset is the current center of the visible world.
uniform vec3 cameraOffset;
uniform float animationTimer;
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 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);
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
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_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && 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;
color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2;
color.a = 1;
// 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;
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
0.07 * brightness);
gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
}