mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-22 15:48:48 -05:00
0dc1aec509
Parallax mapping with slope information. Overriding normal maps.
94 lines
2.4 KiB
GLSL
94 lines
2.4 KiB
GLSL
uniform mat4 mWorldViewProj;
|
|
uniform mat4 mInvWorld;
|
|
uniform mat4 mTransWorld;
|
|
uniform mat4 mWorld;
|
|
|
|
uniform float dayNightRatio;
|
|
uniform float animationTimer;
|
|
|
|
uniform vec3 eyePosition;
|
|
|
|
varying vec3 vPosition;
|
|
varying vec3 worldPosition;
|
|
|
|
varying vec3 eyeVec;
|
|
varying vec3 lightVec;
|
|
|
|
const float BS = 10.0;
|
|
|
|
#ifdef ENABLE_WAVING_PLANTS
|
|
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;
|
|
}
|
|
#endif
|
|
|
|
void main(void)
|
|
{
|
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
|
|
|
#ifdef ENABLE_WAVING_PLANTS
|
|
vec4 pos = gl_Vertex;
|
|
vec4 pos2 = mWorld * gl_Vertex;
|
|
if (gl_TexCoord[0].y < 0.05) {
|
|
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
|
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
|
}
|
|
gl_Position = mWorldViewProj * pos;
|
|
#else
|
|
gl_Position = mWorldViewProj * gl_Vertex;
|
|
#endif
|
|
|
|
vPosition = gl_Position.xyz;
|
|
worldPosition = (mWorld * gl_Vertex).xyz;
|
|
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
|
|
|
|
lightVec = sunPosition - worldPosition;
|
|
eyeVec = (gl_ModelViewMatrix * 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);
|
|
|
|
// Make sides and bottom darker than the top
|
|
color = color * color; // SRGB -> Linear
|
|
if(gl_Normal.y <= 0.5)
|
|
color *= 0.6;
|
|
color = sqrt(color); // Linear -> SRGB
|
|
color.a = gl_Color.a;
|
|
|
|
gl_FrontColor = gl_BackColor = color;
|
|
}
|