mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-16 14:25:19 -05:00
99 lines
2.3 KiB
GLSL
99 lines
2.3 KiB
GLSL
|
|
uniform mat4 mWorldViewProj;
|
|
uniform mat4 mInvWorld;
|
|
uniform mat4 mTransWorld;
|
|
uniform float dayNightRatio;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 viewVec;
|
|
|
|
void main(void)
|
|
{
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
|
|
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
|
|
|
vec3 tangent;
|
|
vec3 binormal;
|
|
|
|
vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
|
|
vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );
|
|
|
|
if( length(c1)>length(c2) )
|
|
{
|
|
tangent = c1;
|
|
}
|
|
else
|
|
{
|
|
tangent = c2;
|
|
}
|
|
|
|
tangent = normalize(tangent);
|
|
|
|
//binormal = cross(gl_Normal, tangent);
|
|
//binormal = normalize(binormal);
|
|
|
|
vec4 color;
|
|
//color = vec4(1.0, 1.0, 1.0, 1.0);
|
|
|
|
float day = gl_Color.r;
|
|
float night = gl_Color.g;
|
|
float light_source = gl_Color.b;
|
|
|
|
/*color.r = mix(night, day, dayNightRatio);
|
|
color.g = color.r;
|
|
color.b = color.r;*/
|
|
|
|
float rg = mix(night, day, dayNightRatio);
|
|
rg += light_source * 1.5; // Make light sources brighter
|
|
float b = rg;
|
|
|
|
// Moonlight is blue
|
|
b += (day - night) / 13.0;
|
|
rg -= (day - night) / 13.0;
|
|
|
|
// 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;
|
|
|
|
// Make sides and bottom darker than the top
|
|
color = color * color; // SRGB -> Linear
|
|
if(gl_Normal.y <= 0.5)
|
|
color *= 0.6;
|
|
//color *= 0.7;
|
|
color = sqrt(color); // Linear -> SRGB
|
|
|
|
color.a = gl_Color.a;
|
|
|
|
gl_FrontColor = gl_BackColor = color;
|
|
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
|
|
vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
|
|
vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
|
|
//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
|
|
//vec3 b1 = cross(n1, t1);
|
|
|
|
vec3 v;
|
|
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
|
|
vec3 vVec = -vVertex;
|
|
//v.x = dot(vVec, t1);
|
|
//v.y = dot(vVec, b1);
|
|
//v.z = dot(vVec, n1);
|
|
//viewVec = vVec;
|
|
viewVec = normalize(vec3(0.0, -0.4, 0.5));
|
|
//Vector representing the 0th texture coordinate passed to fragment shader
|
|
//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
|
|
|
|
// Transform the current vertex
|
|
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
|
}
|