mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-16 22:35:07 -05:00
64 lines
1.7 KiB
GLSL
64 lines
1.7 KiB
GLSL
uniform mat4 mWorldViewProj;
|
|
uniform mat4 mInvWorld;
|
|
uniform mat4 mTransWorld;
|
|
uniform float dayNightRatio;
|
|
uniform float animationTimer;
|
|
|
|
uniform vec3 eyePosition;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 eyeVec;
|
|
|
|
void main(void)
|
|
{
|
|
#ifdef ENABLE_WAVING_WATER
|
|
vec4 pos2 = gl_Vertex;
|
|
pos2.y -= 2.0;
|
|
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
|
|
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
|
|
gl_Position = mWorldViewProj * pos2;
|
|
#else
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
#endif
|
|
|
|
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
|
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
|
|
|
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 * 2.5; // 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 = clamp(rg,0.0,1.0);
|
|
color.g = clamp(rg,0.0,1.0);
|
|
color.b = clamp(b,0.0,1.0);
|
|
color.a = gl_Color.a;
|
|
|
|
gl_FrontColor = gl_BackColor = color;
|
|
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
|
|
}
|