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https://github.com/moparisthebest/minetest
synced 2024-11-04 16:35:03 -05:00
Add option to use texture alpha channel
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1
client/shaders/test_shader_3/base.txt
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1
client/shaders/test_shader_3/base.txt
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@ -0,0 +1 @@
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trans_alphach
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23
client/shaders/test_shader_3/opengl_fragment.glsl
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23
client/shaders/test_shader_3/opengl_fragment.glsl
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@ -0,0 +1,23 @@
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uniform sampler2D myTexture;
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uniform float fogDistance;
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varying vec3 vPosition;
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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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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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float a = col.a;
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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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a = mix(a, 0.0, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, a);
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}
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51
client/shaders/test_shader_3/opengl_vertex.glsl
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51
client/shaders/test_shader_3/opengl_vertex.glsl
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@ -0,0 +1,51 @@
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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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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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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 * 1.0; // 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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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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@ -1649,6 +1649,7 @@ Node definition (register_node)
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^ Special textures of node; used rarely (old field name: special_materials)
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^ List can be shortened to needed length
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alpha = 255,
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use_texture_alpha = false, -- Use texture's alpha channel
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post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
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paramtype = "none", -- See "Nodes"
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paramtype2 = "none", -- See "Nodes"
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@ -1099,6 +1099,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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getShader("test_shader_1").material;
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video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
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getShader("test_shader_2").material;
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video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
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getShader("test_shader_3").material;
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for(u32 i = 0; i < collector.prebuffers.size(); i++)
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{
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PreMeshBuffer &p = collector.prebuffers[i];
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@ -1174,7 +1176,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, p.tile.texture.atlas);
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if(enable_shaders)
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p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2);
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p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
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else
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p.tile.applyMaterialOptions(material);
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@ -658,15 +658,11 @@ public:
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break;
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}
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u8 material_type = 0;
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if(is_liquid){
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if(f->alpha == 255)
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material_type = TILE_MATERIAL_LIQUID_OPAQUE;
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else
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material_type = TILE_MATERIAL_LIQUID_TRANSPARENT;
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} else{
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material_type = TILE_MATERIAL_BASIC;
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}
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u8 material_type;
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if (is_liquid)
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material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
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else
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material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
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// Tiles (fill in f->tiles[])
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for(u16 j=0; j<6; j++){
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@ -225,6 +225,11 @@ ContentFeatures read_content_features(lua_State *L, int index)
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lua_pop(L, 1);
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f.alpha = getintfield_default(L, index, "alpha", 255);
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bool usealpha = getboolfield_default(L, index,
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"use_texture_alpha", false);
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if (usealpha)
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f.alpha = 0;
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/* Other stuff */
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10
src/tile.h
10
src/tile.h
@ -162,6 +162,7 @@ IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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enum MaterialType{
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TILE_MATERIAL_BASIC,
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TILE_MATERIAL_ALPHA,
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TILE_MATERIAL_LIQUID_TRANSPARENT,
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TILE_MATERIAL_LIQUID_OPAQUE,
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};
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@ -222,6 +223,9 @@ struct TileSpec
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case TILE_MATERIAL_BASIC:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_ALPHA:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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break;
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@ -233,12 +237,16 @@ struct TileSpec
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material,
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const video::E_MATERIAL_TYPE &basic,
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const video::E_MATERIAL_TYPE &liquid) const
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const video::E_MATERIAL_TYPE &liquid,
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const video::E_MATERIAL_TYPE &alpha) const
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{
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switch(material_type){
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case TILE_MATERIAL_BASIC:
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material.MaterialType = basic;
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break;
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case TILE_MATERIAL_ALPHA:
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material.MaterialType = alpha;
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break;
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = liquid;
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break;
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