Shaders: Fix OpenGL < 4.3 compatibility
authorSmallJoker <mk939@ymail.com>
Sun, 16 Feb 2020 13:08:48 +0000 (14:08 +0100)
committerSmallJoker <mk939@ymail.com>
Sun, 16 Feb 2020 13:14:34 +0000 (14:14 +0100)
client/shaders/nodes_shader/opengl_vertex.glsl

index f56aaefaad4ab1b6b6f865ec4620ebf0eae13a62..ccff1260d1e1d64297dd344f8986cf5cc403ebdb 100644 (file)
@@ -46,9 +46,8 @@ float smoothTriangleWave(float x)
        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.
@@ -115,9 +114,8 @@ float disp_z;
 
        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.
@@ -188,12 +186,12 @@ float disp_z;
        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);
 }