uniform float fogDistance;
uniform vec3 eyePosition;
+// The cameraOffset is the current center of the visible world.
+uniform vec3 cameraOffset;
+uniform float animationTimer;
+
varying vec3 vPosition;
+// World position in the visible world (i.e. relative to the cameraOffset.)
+// This can be used for many shader effects without loss of precision.
+// If the absolute position is required it can be calculated with
+// cameraOffset + worldPosition (for large coordinates the limits of float
+// precision must be considered).
varying vec3 worldPosition;
varying float area_enable_parallax;
// Color of the light emitted by the sun.
uniform vec3 dayLight;
uniform vec3 eyePosition;
+
+// The cameraOffset is the current center of the visible world.
+uniform vec3 cameraOffset;
uniform float animationTimer;
varying vec3 vPosition;
+// World position in the visible world (i.e. relative to the cameraOffset.)
+// This can be used for many shader effects without loss of precision.
+// If the absolute position is required it can be calculated with
+// cameraOffset + worldPosition (for large coordinates the limits of float
+// precision must be considered).
varying vec3 worldPosition;
varying vec3 eyeVec;
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
+ CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
+ CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
m_eye_position_pixel("eyePosition"),
m_eye_position_vertex("eyePosition"),
m_minimap_yaw("yawVec"),
+ m_camera_offset_pixel("cameraOffset"),
+ m_camera_offset_vertex("cameraOffset"),
m_base_texture("baseTexture"),
m_normal_texture("normalTexture"),
m_texture_flags("textureFlags"),
sunlight.b };
m_day_light.set(dnc, services);
- u32 animation_timer = porting::getTimeMs() % 100000;
+ u32 animation_timer = porting::getTimeMs() % 1000000;
float animation_timer_f = (float)animation_timer / 100000.f;
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
m_minimap_yaw.set(minimap_yaw_array, services);
}
+ float camera_offset_array[3];
+ v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+ camera_offset_array[0] = offset.X;
+ camera_offset_array[1] = offset.Y;
+ camera_offset_array[2] = offset.Z;
+#else
+ offset.getAs3Values(camera_offset_array);
+#endif
+ m_camera_offset_pixel.set(camera_offset_array, services);
+ m_camera_offset_vertex.set(camera_offset_array, services);
+
SamplerLayer_t base_tex = 0,
normal_tex = 1,
flags_tex = 2;