return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
}
-#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
- MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
- MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
+// OpenGL < 4.3 does not support continued preprocessor lines
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
//
// Simple, fast noise function.
worldPosition = (mWorld * gl_Vertex).xyz;
-#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
- MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
- MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
+// OpenGL < 4.3 does not support continued preprocessor lines
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
// Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly
// correspond to the old sine waves.
color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2;
color.a = 1;
-
+
// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp final_color_blend()
float brightness = (color.r + color.g + color.b) / 3;
color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
0.07 * brightness);
-
+
gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0);
}