Shaders: use triple-frequency waving for leaves and plants
authorparamat <mat.gregory@virginmedia.com>
Mon, 7 Sep 2015 19:48:58 +0000 (21:48 +0200)
committerest31 <MTest31@outlook.com>
Mon, 7 Sep 2015 19:52:36 +0000 (21:52 +0200)
client/shaders/nodes_shader/opengl_vertex.glsl

index 53d5c92d021c55dcfc7f3ed879d5adc07185df79..91536ba1065edfaccd30e699e23d00b142442404 100644 (file)
@@ -15,23 +15,30 @@ varying vec3 lightVec;
 varying vec3 tsEyeVec;\r
 varying vec3 tsLightVec;\r
 varying float area_enable_parallax;
+varying float disp;
 \r
 const float e = 2.718281828459;\r
 const float BS = 10.0;\r
 \r
+
 float smoothCurve(float x)
 {
        return x * x * (3.0 - 2.0 * x);
 }\r
+
+
 float triangleWave(float x)
 {
        return abs(fract(x + 0.5) * 2.0 - 1.0);
 }\r
+
+
 float smoothTriangleWave(float x)
 {
        return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
 }\r
 \r
+
 void main(void)\r
 {\r
        gl_TexCoord[0] = gl_MultiTexCoord0;\r
@@ -47,48 +54,39 @@ void main(void)
        area_enable_parallax = 0.0;
 #endif
 
-#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
+
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
+       vec4 pos2 = mWorld * gl_Vertex;
+       float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
+       disp = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
+               smoothTriangleWave(animationTimer * 29.0 + tOffset) +
+               smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9;
+#endif
+
+
+#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
        vec4 pos = gl_Vertex;\r
        pos.y -= 2.0;\r
-\r
        float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);\r
-\r
        pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;\r
        gl_Position = mWorldViewProj * pos;\r
 #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES\r
        vec4 pos = gl_Vertex;\r
-       vec4 pos2 = mWorld * gl_Vertex;\r
-\r
-       /*\r
-        * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)\r
-        * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)\r
-        * And bufferize calcul to a float\r
-        */\r
-       float pos2XpZ = pos2.x + pos2.z;\r
-\r
-       pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;\r
-       pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;\r
-       pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;\r
+       pos.x += disp * 0.1;
+       pos.y += disp * 0.1;
+       pos.z += disp;
        gl_Position = mWorldViewProj * pos;\r
 #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS\r
        vec4 pos = gl_Vertex;\r
-       vec4 pos2 = mWorld * gl_Vertex;\r
        if (gl_TexCoord[0].y < 0.05) {\r
-               /*\r
-                * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)\r
-                * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)\r
-                * And bufferize calcul to a float\r
-                */\r
-               float pos2XpZ = pos2.x + pos2.z;\r
-\r
-               pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;\r
-               pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;\r
+               pos.z += disp;
        }\r
        gl_Position = mWorldViewProj * pos;\r
 #else\r
        gl_Position = mWorldViewProj * gl_Vertex;\r
 #endif\r
 \r
+
        vPosition = gl_Position.xyz;\r
        worldPosition = (mWorld * gl_Vertex).xyz;\r