mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 08:08:47 -05:00
138 lines
3.6 KiB
GLSL
138 lines
3.6 KiB
GLSL
uniform sampler2D baseTexture;
|
|
uniform sampler2D normalTexture;
|
|
uniform sampler2D textureFlags;
|
|
|
|
uniform vec4 skyBgColor;
|
|
uniform float fogDistance;
|
|
uniform vec3 eyePosition;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 worldPosition;
|
|
|
|
varying vec3 eyeVec;
|
|
varying vec3 tsEyeVec;
|
|
varying vec3 lightVec;
|
|
varying vec3 tsLightVec;
|
|
|
|
bool normalTexturePresent = false;
|
|
bool texTileableHorizontal = false;
|
|
bool texTileableVertical = false;
|
|
bool texSeamless = false;
|
|
|
|
const float e = 2.718281828459;
|
|
const float BS = 10.0;
|
|
|
|
void get_texture_flags()
|
|
{
|
|
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
|
|
if (flags.r > 0.5) {
|
|
normalTexturePresent = true;
|
|
}
|
|
if (flags.g > 0.5) {
|
|
texTileableHorizontal = true;
|
|
}
|
|
if (flags.b > 0.5) {
|
|
texTileableVertical = true;
|
|
}
|
|
if (texTileableHorizontal && texTileableVertical) {
|
|
texSeamless = true;
|
|
}
|
|
}
|
|
|
|
float intensity(vec3 color)
|
|
{
|
|
return (color.r + color.g + color.b) / 3.0;
|
|
}
|
|
|
|
float get_rgb_height(vec2 uv)
|
|
{
|
|
return intensity(texture2D(baseTexture,uv).rgb);
|
|
}
|
|
|
|
vec4 get_normal_map(vec2 uv)
|
|
{
|
|
vec4 bump = texture2D(normalTexture, uv).rgba;
|
|
bump.xyz = normalize(bump.xyz * 2.0 -1.0);
|
|
bump.y = -bump.y;
|
|
return bump;
|
|
}
|
|
|
|
void main(void)
|
|
{
|
|
vec3 color;
|
|
vec4 bump;
|
|
vec2 uv = gl_TexCoord[0].st;
|
|
bool use_normalmap = false;
|
|
get_texture_flags();
|
|
|
|
#ifdef ENABLE_PARALLAX_OCCLUSION
|
|
if (normalTexturePresent) {
|
|
vec3 tsEye = normalize(tsEyeVec);
|
|
float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
|
|
uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
|
|
}
|
|
#endif
|
|
|
|
#ifdef USE_NORMALMAPS
|
|
if (normalTexturePresent) {
|
|
bump = get_normal_map(uv);
|
|
use_normalmap = true;
|
|
}
|
|
#endif
|
|
|
|
if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) {
|
|
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
|
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
|
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
|
|
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
|
|
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
|
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
|
|
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
|
|
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
|
|
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
|
|
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
|
|
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
|
|
use_normalmap = true;
|
|
}
|
|
|
|
vec4 base = texture2D(baseTexture, uv).rgba;
|
|
|
|
#ifdef ENABLE_BUMPMAPPING
|
|
if (use_normalmap) {
|
|
vec3 L = normalize(lightVec);
|
|
vec3 E = normalize(eyeVec);
|
|
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
|
|
float diffuse = dot(E,bump.xyz);
|
|
/* Mathematic optimization
|
|
* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
|
|
* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
|
|
* end: 2 multiplications + 3 additions)
|
|
*/
|
|
color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
|
|
} else {
|
|
color = base.rgb;
|
|
}
|
|
#else
|
|
color = base.rgb;
|
|
#endif
|
|
|
|
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
|
|
float alpha = gl_Color.a;
|
|
vec4 col = vec4(color.rgb, alpha);
|
|
col *= gl_Color;
|
|
if(fogDistance != 0.0){
|
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
|
alpha = mix(alpha, 0.0, d);
|
|
}
|
|
gl_FragColor = vec4(col.rgb, alpha);
|
|
#else
|
|
vec4 col = vec4(color.rgb, base.a);
|
|
col *= gl_Color;
|
|
if(fogDistance != 0.0){
|
|
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
|
|
col = mix(col, skyBgColor, d);
|
|
}
|
|
gl_FragColor = vec4(col.rgb, base.a);
|
|
#endif
|
|
}
|