-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform mat4 mWorld;\r
-\r
-uniform float dayNightRatio;\r
-uniform vec3 eyePosition;\r
-uniform float animationTimer;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 worldPosition;\r
-\r
-varying vec3 eyeVec;\r
-varying vec3 lightVec;\r
-varying vec3 tsEyeVec;\r
-varying vec3 tsLightVec;\r
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
+uniform float dayNightRatio;
+uniform vec3 eyePosition;
+uniform float animationTimer;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 lightVec;
+varying vec3 tsEyeVec;
+varying vec3 tsLightVec;
varying float area_enable_parallax;
varying float disp;
-\r
-const float e = 2.718281828459;\r
-const float BS = 10.0;\r
-\r
+
+const float e = 2.718281828459;
+const float BS = 10.0;
+
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
- //TODO: make offset depending on view angle and parallax uv displacement\r
- //thats for textures that doesnt align vertically, like dirt with grass\r
+}
+
+
+void main(void)
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ //TODO: make offset depending on view angle and parallax uv displacement
+ //thats for textures that doesnt align vertically, like dirt with grass
//gl_TexCoord[0].y += 0.008;
-\r
- //Allow parallax/relief mapping only for certain kind of nodes\r
+
+ //Allow parallax/relief mapping only for certain kind of nodes
//Variable is also used to control area of the effect
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
area_enable_parallax = 1.0;
#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
- float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);\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 pos = gl_Vertex;
+ pos.y -= 2.0;
+ float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
+ pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
+ gl_Position = mWorldViewProj * pos;
+#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
+ vec4 pos = gl_Vertex;
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
- if (gl_TexCoord[0].y < 0.05) {\r
+ gl_Position = mWorldViewProj * pos;
+#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
+ vec4 pos = gl_Vertex;
+ if (gl_TexCoord[0].y < 0.05) {
pos.z += disp;
- }\r
- gl_Position = mWorldViewProj * pos;\r
-#else\r
- gl_Position = mWorldViewProj * gl_Vertex;\r
-#endif\r
-\r
+ }
+ gl_Position = mWorldViewProj * pos;
+#else
+ gl_Position = mWorldViewProj * gl_Vertex;
+#endif
+
- vPosition = gl_Position.xyz;\r
- worldPosition = (mWorld * gl_Vertex).xyz;\r
+ vPosition = gl_Position.xyz;
+ worldPosition = (mWorld * gl_Vertex).xyz;
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
area_enable_parallax = 0.0;
}
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
-\r
- vec3 normal, tangent, binormal;\r
- normal = normalize(gl_NormalMatrix * gl_Normal);\r
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
+
+ vec3 normal, tangent, binormal;
+ normal = normalize(gl_NormalMatrix * gl_Normal);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
vec3 v;
-\r
- lightVec = sunPosition - worldPosition;\r
+
+ lightVec = sunPosition - worldPosition;
v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal);
v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal);
tsEyeVec = normalize (v);
-\r
- vec4 color;\r
- float day = gl_Color.r;\r
- float night = gl_Color.g;\r
- float light_source = gl_Color.b;\r
-\r
- float rg = mix(night, day, dayNightRatio);\r
- rg += light_source * 2.5; // Make light sources brighter\r
- float b = rg;\r
-\r
- // Moonlight is blue\r
- b += (day - night) / 13.0;\r
- rg -= (day - night) / 23.0;\r
-\r
- // Emphase blue a bit in darker places\r
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()\r
- b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);\r
-\r
- // Artificial light is yellow-ish\r
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()\r
- rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);\r
-\r
- color.r = rg;\r
- color.g = rg;\r
- color.b = b;\r
-\r
- color.a = gl_Color.a;\r
- gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);\r
-}\r
+
+ vec4 color;
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ 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) / 23.0;
+
+ // 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;
+
+ color.a = gl_Color.a;
+ gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
+}
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform mat4 mWorld;\r
-\r
-uniform float dayNightRatio;\r
-uniform vec3 eyePosition;\r
-uniform float animationTimer;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 worldPosition;\r
-\r
-varying vec3 eyeVec;\r
-varying vec3 lightVec;\r
-varying vec3 tsEyeVec;\r
-varying vec3 tsLightVec;\r
-\r
-const float e = 2.718281828459;\r
-const float BS = 10.0;\r
-\r
+uniform mat4 mWorldViewProj;
+uniform mat4 mInvWorld;
+uniform mat4 mTransWorld;
+uniform mat4 mWorld;
+
+uniform float dayNightRatio;
+uniform vec3 eyePosition;
+uniform float animationTimer;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 lightVec;
+varying vec3 tsEyeVec;
+varying vec3 tsLightVec;
+
+const float e = 2.718281828459;
+const float BS = 10.0;
+
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
-
-#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER\r
- 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
- * 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
- 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
- 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
- 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
- }\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
- vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
-\r
- vec3 normal, tangent, binormal;\r
- normal = normalize(gl_NormalMatrix * gl_Normal);\r
- if (gl_Normal.x > 0.5) {\r
- // 1.0, 0.0, 0.0\r
- tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));\r
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
- } else if (gl_Normal.x < -0.5) {\r
- // -1.0, 0.0, 0.0\r
- tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));\r
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
- } else if (gl_Normal.y > 0.5) {\r
- // 0.0, 1.0, 0.0\r
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));\r
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));\r
- } else if (gl_Normal.y < -0.5) {\r
- // 0.0, -1.0, 0.0\r
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));\r
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));\r
- } else if (gl_Normal.z > 0.5) {\r
- // 0.0, 0.0, 1.0\r
- tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));\r
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
- } else if (gl_Normal.z < -0.5) {\r
- // 0.0, 0.0, -1.0\r
- tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));\r
- binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));\r
- }\r
- mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,\r
- tangent.y, binormal.y, normal.y,\r
- tangent.z, binormal.z, normal.z);\r
-\r
- lightVec = sunPosition - worldPosition;\r
- tsLightVec = lightVec * tbnMatrix;\r
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
- tsEyeVec = eyeVec * tbnMatrix;\r
-\r
- vec4 color;\r
- float day = gl_Color.r;\r
- float night = gl_Color.g;\r
- float light_source = gl_Color.b;\r
-\r
- float rg = mix(night, day, dayNightRatio);\r
- rg += light_source * 2.5; // Make light sources brighter\r
- float b = rg;\r
-\r
- // Moonlight is blue\r
- b += (day - night) / 13.0;\r
- rg -= (day - night) / 23.0;\r
-\r
- // Emphase blue a bit in darker places\r
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()\r
- b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);\r
-\r
- // Artificial light is yellow-ish\r
- // See C++ implementation in mapblock_mesh.cpp finalColorBlend()\r
- rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);\r
-\r
- color.r = rg;\r
- color.g = rg;\r
- color.b = b;\r
-\r
- color.a = gl_Color.a;\r
- gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);\r
-}\r
+}
+
+void main(void)
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
+ vec4 pos = gl_Vertex;
+ pos.y -= 2.0;
+
+ float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
+
+ pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
+ gl_Position = mWorldViewProj * pos;
+#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mWorld * gl_Vertex;
+ /*
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
+ * And bufferize calcul to a float
+ */
+ float pos2XpZ = pos2.x + pos2.z;
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
+ gl_Position = mWorldViewProj * pos;
+#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
+ vec4 pos = gl_Vertex;
+ vec4 pos2 = mWorld * gl_Vertex;
+ if (gl_TexCoord[0].y < 0.05) {
+ /*
+ * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
+ * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
+ * And bufferize calcul to a float
+ */
+ float pos2XpZ = pos2.x + pos2.z;
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -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);
+
+ vec3 normal, tangent, binormal;
+ normal = normalize(gl_NormalMatrix * gl_Normal);
+ if (gl_Normal.x > 0.5) {
+ // 1.0, 0.0, 0.0
+ tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
+ } else if (gl_Normal.x < -0.5) {
+ // -1.0, 0.0, 0.0
+ tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
+ } else if (gl_Normal.y > 0.5) {
+ // 0.0, 1.0, 0.0
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
+ } else if (gl_Normal.y < -0.5) {
+ // 0.0, -1.0, 0.0
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
+ } else if (gl_Normal.z > 0.5) {
+ // 0.0, 0.0, 1.0
+ tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
+ } else if (gl_Normal.z < -0.5) {
+ // 0.0, 0.0, -1.0
+ tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
+ binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
+ }
+ mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
+ lightVec = sunPosition - worldPosition;
+ tsLightVec = lightVec * tbnMatrix;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ tsEyeVec = eyeVec * tbnMatrix;
+
+ vec4 color;
+ float day = gl_Color.r;
+ float night = gl_Color.g;
+ float light_source = gl_Color.b;
+
+ 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) / 23.0;
+
+ // 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;
+
+ color.a = gl_Color.a;
+ gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
+}