Pass drawtype and material type to shaders.
Move shaders generation to startup only.
Allow assign shaders per tile.
Initial code to support water surface shader.
+++ /dev/null
-trans_alphach
+++ /dev/null
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 tsEyeVec;
-varying vec3 lightVec;
-varying vec3 tsLightVec;
-
-bool normalTexturePresent = false;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-vec4 get_normal_map(vec2 uv){
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 -1.0);
- bump.y = -bump.y;
- return bump;
-}
-
-void main (void)
-{
- vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
-
-#ifdef USE_NORMALMAPS
- if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
- normalTexturePresent = true;
- }
-#endif
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
- if (normalTexturePresent){
- vec3 tsEye = normalize(tsEyeVec);
- float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
- uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
- }
-#endif
-
-#ifdef USE_NORMALMAPS
- if (normalTexturePresent){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == false){
- float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- vec4 col = vec4(color.rgb, base.a);
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / e;
- col.g = 1.0 - exp(1.0 - col.g) / e;
- col.b = 1.0 - exp(1.0 - col.b) / e;
- col = sqrt(col); // Linear -> SRGB
- col *= gl_Color;
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.rgb, base.a);
-}
+++ /dev/null
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform mat4 mWorld;\r
-\r
-uniform float dayNightRatio;\r
-\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 worldPosition;\r
-\r
-varying vec3 eyeVec;\r
-varying vec3 lightVec;\r
-\r
-varying vec3 tsEyeVec;\r
-varying vec3 tsLightVec;\r
-\r
-const float BS = 10.0;\r
-\r
-void main(void)\r
-{\r
- gl_TexCoord[0] = gl_MultiTexCoord0;\r
- gl_Position = mWorldViewProj * gl_Vertex;\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) / 13.0;\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 = clamp(rg,0.0,1.0);\r
- color.g = clamp(rg,0.0,1.0);\r
- color.b = clamp(b,0.0,1.0);\r
-\r
- // Make sides and bottom darker than the top\r
- color = color * color; // SRGB -> Linear\r
- if(gl_Normal.y <= 0.5)\r
- color *= 0.6;\r
- color = sqrt(color); // Linear -> SRGB\r
- color.a = gl_Color.a;\r
-\r
- gl_FrontColor = gl_BackColor = color;\r
-}\r
+++ /dev/null
-trans_alphach_ref
+++ /dev/null
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-bool normalTexturePresent = false;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-vec4 get_normal_map(vec2 uv){
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 -1.0);
- bump.y = -bump.y;
- return bump;
-}
-
-void main (void)
-{
- vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
-
-#ifdef USE_NORMALMAPS
- if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
- normalTexturePresent = true;
- }
-#endif
-
-#ifdef USE_NORMALMAPS
- if (normalTexturePresent){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == false){
- float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- vec4 col = vec4(color.rgb, base.a);
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / e;
- col.g = 1.0 - exp(1.0 - col.g) / e;
- col.b = 1.0 - exp(1.0 - col.b) / e;
- col = sqrt(col); // Linear -> SRGB
- col *= gl_Color;
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.rgb, base.a);
-}
+++ /dev/null
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform mat4 mWorld;\r
-\r
-uniform float dayNightRatio;\r
-uniform float animationTimer;\r
-\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 worldPosition;\r
-\r
-varying vec3 eyeVec;\r
-varying vec3 lightVec;\r
-\r
-const float BS = 10.0;\r
-\r
-#ifdef ENABLE_WAVING_LEAVES\r
-float smoothCurve( float x ) {\r
- return x * x *( 3.0 - 2.0 * x );\r
-}\r
-float triangleWave( float x ) {\r
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );\r
-}\r
-float smoothTriangleWave( float x ) {\r
- return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;\r
-}\r
-#endif\r
-\r
-void main(void)\r
-{\r
- gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
-#ifdef ENABLE_WAVING_LEAVES\r
- vec4 pos = gl_Vertex;\r
- vec4 pos2 = mWorld*gl_Vertex;\r
- pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;\r
- pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;\r
- pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;\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
- lightVec = sunPosition - worldPosition;\r
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
- \r
- vec4 color;\r
- //color = vec4(1.0, 1.0, 1.0, 1.0);\r
-\r
- float day = gl_Color.r;\r
- float night = gl_Color.g;\r
- float light_source = gl_Color.b;\r
-\r
- /*color.r = mix(night, day, dayNightRatio);\r
- color.g = color.r;\r
- color.b = color.r;*/\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) / 13.0;\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 = clamp(rg,0.0,1.0);\r
- color.g = clamp(rg,0.0,1.0);\r
- color.b = clamp(b,0.0,1.0);\r
-\r
- // Make sides and bottom darker than the top\r
- color = color * color; // SRGB -> Linear\r
- if(gl_Normal.y <= 0.5)\r
- color *= 0.6;\r
- color = sqrt(color); // Linear -> SRGB\r
- color.a = gl_Color.a;\r
-\r
- gl_FrontColor = gl_BackColor = color;\r
-}\r
+++ /dev/null
-trans_alphach
+++ /dev/null
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 tsEyeVec;
-varying vec3 lightVec;
-varying vec3 tsLightVec;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-vec4 get_normal_map(vec2 uv){
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 -1.0);
- bump.y = -bump.y;
- return bump;
-}
-
-void main (void)
-{
- vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
-
-#ifdef USE_NORMALMAPS
- if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == false){
- float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- float alpha = gl_Color.a;
- vec4 col = vec4(color.rgb, alpha);
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / e;
- col.g = 1.0 - exp(1.0 - col.g) / e;
- col.b = 1.0 - exp(1.0 - col.b) / e;
- col = sqrt(col); // Linear -> SRGB
- col *= gl_Color;
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- alpha = mix(alpha, 0.0, d);
- }
- gl_FragColor = vec4(col.rgb, alpha);
-}
+++ /dev/null
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform mat4 mWorld;\r
-\r
-uniform float dayNightRatio;\r
-uniform float animationTimer;\r
-\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 worldPosition;\r
-\r
-varying vec3 eyeVec;\r
-varying vec3 lightVec;\r
-\r
-varying vec3 tsEyeVec;\r
-varying vec3 tsLightVec;\r
-\r
-const float BS = 10.0;\r
-\r
-void main(void)\r
-{\r
- gl_TexCoord[0] = gl_MultiTexCoord0; \r
-\r
-#ifdef ENABLE_WAVING_WATER\r
- vec4 pos2 = gl_Vertex;\r
- pos2.y -= 2.0;\r
- pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT\r
- + sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;\r
- gl_Position = mWorldViewProj * pos2;\r
- vPosition = gl_Position.xyz;\r
-#else\r
- gl_Position = mWorldViewProj * gl_Vertex;\r
- vPosition = gl_Position.xyz;\r
-#endif\r
-\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) / 13.0;\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 = clamp(rg,0.0,1.0);\r
- color.g = clamp(rg,0.0,1.0);\r
- color.b = clamp(b,0.0,1.0);\r
-\r
- // Make sides and bottom darker than the top\r
- color = color * color; // SRGB -> Linear\r
- if(gl_Normal.y <= 0.5)\r
- color *= 0.6;\r
- color = sqrt(color); // Linear -> SRGB\r
- color.a = gl_Color.a;\r
-\r
- gl_FrontColor = gl_BackColor = color;\r
-}\r
--- /dev/null
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 tsEyeVec;
+varying vec3 lightVec;
+varying vec3 tsLightVec;
+
+bool normalTexturePresent = false;
+
+const float e = 2.718281828459;
+const float BS = 10.0;
+
+float intensity (vec3 color){
+ return (color.r + color.g + color.b) / 3.0;
+}
+
+float get_rgb_height (vec2 uv){
+ return intensity(texture2D(baseTexture,uv).rgb);
+}
+
+vec4 get_normal_map(vec2 uv){
+ vec4 bump = texture2D(normalTexture, uv).rgba;
+ bump.xyz = normalize(bump.xyz * 2.0 -1.0);
+ bump.y = -bump.y;
+ return bump;
+}
+
+void main (void)
+{
+ vec3 color;
+ vec4 bump;
+ vec2 uv = gl_TexCoord[0].st;
+ bool use_normalmap = false;
+
+#ifdef USE_NORMALMAPS
+ if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
+ normalTexturePresent = true;
+ }
+#endif
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
+ if (normalTexturePresent){
+ vec3 tsEye = normalize(tsEyeVec);
+ float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
+ uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
+ }
+#endif
+
+#ifdef USE_NORMALMAPS
+ if (normalTexturePresent){
+ bump = get_normal_map(uv);
+ use_normalmap = true;
+ }
+#endif
+
+#ifdef GENERATE_NORMALMAPS
+ if (use_normalmap == false){
+ float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
+ float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
+ float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
+ float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
+ float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
+ float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
+ float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
+ float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
+ float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
+ float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
+ bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
+ use_normalmap = true;
+ }
+#endif
+
+vec4 base = texture2D(baseTexture, uv).rgba;
+
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap){
+ vec3 L = normalize(lightVec);
+ vec3 E = normalize(eyeVec);
+ float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
+ float diffuse = dot(E,bump.xyz);
+ color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
+ float alpha = gl_Color.a;
+ vec4 col = vec4(color.rgb, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ alpha = mix(alpha, 0.0, d);
+ }
+ gl_FragColor = vec4(col.rgb, alpha);
+#else
+ vec4 col = vec4(color.rgb, base.a);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.rgb, base.a);
+#endif
+}
--- /dev/null
+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
+float smoothCurve( float x ) {\r
+ return x * x *( 3.0 - 2.0 * x );\r
+}\r
+float triangleWave( float x ) {\r
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );\r
+}\r
+float smoothTriangleWave( float x ) {\r
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;\r
+}\r
+\r
+void main(void)\r
+{\r
+ gl_TexCoord[0] = gl_MultiTexCoord0;\r
+ \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
+ pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT\r
+ + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 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
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;\r
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;\r
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -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
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;\r
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -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 = clamp(rg,0.0,1.0);\r
+ color.g = clamp(rg,0.0,1.0);\r
+ color.b = clamp(b,0.0,1.0);\r
+\r
+#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)\r
+ // Make sides and bottom darker than the top\r
+ color = color * color; // SRGB -> Linear\r
+ if(gl_Normal.y <= 0.5)\r
+ color *= 0.6;\r
+ color = sqrt(color); // Linear -> SRGB\r
+#endif\r
+\r
+ color.a = gl_Color.a;\r
+ gl_FrontColor = gl_BackColor = color;\r
+}\r
+++ /dev/null
-trans_alphach_ref
+++ /dev/null
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 lightVec;
-
-bool normalTexturePresent = false;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-vec4 get_normal_map(vec2 uv){
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 -1.0);
- bump.y = -bump.y;
- return bump;
-}
-
-void main (void)
-{
- vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
-
-#ifdef USE_NORMALMAPS
- if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == false){
- float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- vec4 col = vec4(color.rgb, base.a);
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / e;
- col.g = 1.0 - exp(1.0 - col.g) / e;
- col.b = 1.0 - exp(1.0 - col.b) / e;
- col = sqrt(col); // Linear -> SRGB
- col *= gl_Color;
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.rgb, base.a);
-}
+++ /dev/null
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform mat4 mWorld;\r
-\r
-uniform float dayNightRatio;\r
-uniform float animationTimer;\r
-\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 worldPosition;\r
-\r
-varying vec3 eyeVec;\r
-varying vec3 lightVec;\r
-\r
-const float BS = 10.0;\r
-\r
-#ifdef ENABLE_WAVING_PLANTS\r
-float smoothCurve( float x ) {\r
- return x * x *( 3.0 - 2.0 * x );\r
-}\r
-float triangleWave( float x ) {\r
- return abs( fract( x + 0.5 ) * 2.0 - 1.0 );\r
-}\r
-float smoothTriangleWave( float x ) {\r
- return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;\r
-}\r
-#endif\r
-\r
-void main(void)\r
-{\r
- gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
-#ifdef ENABLE_WAVING_PLANTS\r
- vec4 pos = gl_Vertex;\r
- vec4 pos2 = mWorld * gl_Vertex;\r
- if (gl_TexCoord[0].y < 0.05) {\r
- pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;\r
- pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -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
- lightVec = sunPosition - worldPosition;\r
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
- \r
- vec4 color;\r
- //color = vec4(1.0, 1.0, 1.0, 1.0);\r
-\r
- float day = gl_Color.r;\r
- float night = gl_Color.g;\r
- float light_source = gl_Color.b;\r
-\r
- /*color.r = mix(night, day, dayNightRatio);\r
- color.g = color.r;\r
- color.b = color.r;*/\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) / 13.0;\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 = clamp(rg,0.0,1.0);\r
- color.g = clamp(rg,0.0,1.0);\r
- color.b = clamp(b,0.0,1.0);\r
-\r
- // Make sides and bottom darker than the top\r
- color = color * color; // SRGB -> Linear\r
- if(gl_Normal.y <= 0.5)\r
- color *= 0.6;\r
- color = sqrt(color); // Linear -> SRGB\r
- color.a = gl_Color.a;\r
-\r
- gl_FrontColor = gl_BackColor = color;\r
-}\r
+++ /dev/null
-trans_alphach_ref
+++ /dev/null
-uniform sampler2D baseTexture;
-uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
-
-uniform vec4 skyBgColor;
-uniform float fogDistance;
-uniform vec3 eyePosition;
-
-varying vec3 vPosition;
-varying vec3 worldPosition;
-
-varying vec3 eyeVec;
-varying vec3 tsEyeVec;
-varying vec3 lightVec;
-varying vec3 tsLightVec;
-
-bool normalTexturePresent = false;
-
-const float e = 2.718281828459;
-
-float intensity (vec3 color){
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height (vec2 uv){
- return intensity(texture2D(baseTexture,uv).rgb);
-}
-
-vec4 get_normal_map(vec2 uv){
- vec4 bump = texture2D(normalTexture, uv).rgba;
- bump.xyz = normalize(bump.xyz * 2.0 -1.0);
- bump.y = -bump.y;
- return bump;
-}
-
-void main (void)
-{
- vec3 color;
- vec4 bump;
- vec2 uv = gl_TexCoord[0].st;
- bool use_normalmap = false;
-
-#ifdef USE_NORMALMAPS
- if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
- normalTexturePresent = true;
- }
-#endif
-
-#ifdef ENABLE_PARALLAX_OCCLUSION
- if (normalTexturePresent){
- vec3 tsEye = normalize(tsEyeVec);
- float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
- uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
- }
-#endif
-
-#ifdef USE_NORMALMAPS
- if (normalTexturePresent){
- bump = get_normal_map(uv);
- use_normalmap = true;
- }
-#endif
-
-#ifdef GENERATE_NORMALMAPS
- if (use_normalmap == false){
- float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
- float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
- float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
- float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
- float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
- use_normalmap = true;
- }
-#endif
-
-vec4 base = texture2D(baseTexture, uv).rgba;
-
-#ifdef ENABLE_BUMPMAPPING
- if (use_normalmap){
- vec3 L = normalize(lightVec);
- vec3 E = normalize(eyeVec);
- float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
- float diffuse = dot(E,bump.xyz);
- color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
- } else {
- color = base.rgb;
- }
-#else
- color = base.rgb;
-#endif
-
- vec4 col = vec4(color.rgb, base.a);
- col = col * col; // SRGB -> Linear
- col *= 1.8;
- col.r = 1.0 - exp(1.0 - col.r) / e;
- col.g = 1.0 - exp(1.0 - col.g) / e;
- col.b = 1.0 - exp(1.0 - col.b) / e;
- col = sqrt(col); // Linear -> SRGB
- col *= gl_Color;
- if(fogDistance != 0.0){
- float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
- col = mix(col, skyBgColor, d);
- }
- gl_FragColor = vec4(col.rgb, base.a);
-}
+++ /dev/null
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform mat4 mWorld;\r
-\r
-uniform float dayNightRatio;\r
-\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 worldPosition;\r
-\r
-varying vec3 eyeVec;\r
-varying vec3 lightVec;\r
-\r
-varying vec3 tsEyeVec;\r
-varying vec3 tsLightVec;\r
-\r
-const float BS = 10.0;\r
-\r
-void main(void)\r
-{\r
- gl_TexCoord[0] = gl_MultiTexCoord0;\r
- gl_Position = mWorldViewProj * gl_Vertex;\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) / 13.0;\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 = clamp(rg,0.0,1.0);\r
- color.g = clamp(rg,0.0,1.0);\r
- color.b = clamp(b,0.0,1.0);\r
-\r
- // Make sides and bottom darker than the top\r
- color = color * color; // SRGB -> Linear\r
- if(gl_Normal.y <= 0.5)\r
- color *= 0.6;\r
- color = sqrt(color); // Linear -> SRGB\r
- color.a = gl_Color.a;\r
-\r
- gl_FrontColor = gl_BackColor = color;\r
-}\r
--- /dev/null
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D useNormalmap;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 tsEyeVec;
+varying vec3 lightVec;
+varying vec3 tsLightVec;
+
+bool normalTexturePresent = false;
+
+const float e = 2.718281828459;
+const float BS = 10.0;
+
+float intensity (vec3 color){
+ return (color.r + color.g + color.b) / 3.0;
+}
+
+float get_rgb_height (vec2 uv){
+ return intensity(texture2D(baseTexture,uv).rgb);
+}
+
+vec4 get_normal_map(vec2 uv){
+ vec4 bump = texture2D(normalTexture, uv).rgba;
+ bump.xyz = normalize(bump.xyz * 2.0 -1.0);
+ bump.y = -bump.y;
+ return bump;
+}
+
+void main (void)
+{
+ vec3 color;
+ vec4 bump;
+ vec2 uv = gl_TexCoord[0].st;
+ bool use_normalmap = false;
+
+#ifdef USE_NORMALMAPS
+ if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
+ normalTexturePresent = true;
+ }
+#endif
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
+ if (normalTexturePresent){
+ vec3 tsEye = normalize(tsEyeVec);
+ float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
+ uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
+ }
+#endif
+
+#ifdef USE_NORMALMAPS
+ if (normalTexturePresent){
+ bump = get_normal_map(uv);
+ use_normalmap = true;
+ }
+#endif
+
+#ifdef GENERATE_NORMALMAPS
+ if (use_normalmap == false){
+ float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
+ float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
+ float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
+ float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
+ float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
+ float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
+ float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
+ float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
+ float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
+ float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
+ bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
+ use_normalmap = true;
+ }
+#endif
+
+vec4 base = texture2D(baseTexture, uv).rgba;
+
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap){
+ vec3 L = normalize(lightVec);
+ vec3 E = normalize(eyeVec);
+ float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
+ float diffuse = dot(E,bump.xyz);
+ color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
+ float alpha = gl_Color.a;
+ vec4 col = vec4(color.rgb, alpha);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ alpha = mix(alpha, 0.0, d);
+ }
+ gl_FragColor = vec4(col.rgb, alpha);
+#else
+ vec4 col = vec4(color.rgb, base.a);
+ col *= gl_Color;
+ col = col * col; // SRGB -> Linear
+ col *= 1.8;
+ col.r = 1.0 - exp(1.0 - col.r) / e;
+ col.g = 1.0 - exp(1.0 - col.g) / e;
+ col.b = 1.0 - exp(1.0 - col.b) / e;
+ col = sqrt(col); // Linear -> SRGB
+ if(fogDistance != 0.0){
+ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
+ col = mix(col, skyBgColor, d);
+ }
+ gl_FragColor = vec4(col.rgb, base.a);
+#endif
+}
--- /dev/null
+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
+float smoothCurve( float x ) {\r
+ return x * x *( 3.0 - 2.0 * x );\r
+}\r
+float triangleWave( float x ) {\r
+ return abs( fract( x + 0.5 ) * 2.0 - 1.0 );\r
+}\r
+float smoothTriangleWave( float x ) {\r
+ return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;\r
+}\r
+\r
+void main(void)\r
+{\r
+ gl_TexCoord[0] = gl_MultiTexCoord0;\r
+ \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
+ pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT\r
+ + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 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
+ pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;\r
+ pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;\r
+ pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -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
+ pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;\r
+ pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -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 = clamp(rg,0.0,1.0);\r
+ color.g = clamp(rg,0.0,1.0);\r
+ color.b = clamp(b,0.0,1.0);\r
+\r
+#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)\r
+ // Make sides and bottom darker than the top\r
+ color = color * color; // SRGB -> Linear\r
+ if(gl_Normal.y <= 0.5)\r
+ color *= 0.6;\r
+ color = sqrt(color); // Linear -> SRGB\r
+#endif\r
+\r
+ color.a = gl_Color.a;\r
+ gl_FrontColor = gl_BackColor = color;\r
+}\r
infostream<<"- Updating node aliases"<<std::endl;
m_nodedef->updateAliases(m_itemdef);
- // Update node textures
+ // Update node textures and assign shaders to each tile
infostream<<"- Updating node textures"<<std::endl;
- m_nodedef->updateTextures(m_tsrc);
+ m_nodedef->updateTextures(m_tsrc, m_shsrc);
// Preload item textures and meshes if configured to
if(g_settings->getBool("preload_item_visuals"))
/*
Convert MeshCollector to SMesh
*/
+ ITextureSource *tsrc = m_gamedef->tsrc();
+ IShaderSource *shdrsrc = m_gamedef->getShaderSource();
+
bool enable_shaders = g_settings->getBool("enable_shaders");
bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
- video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3,
- shadermat4, shadermat5;
- shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 =
- video::EMT_SOLID;
-
- if (enable_shaders) {
- IShaderSource *shdrsrc = m_gamedef->getShaderSource();
- shadermat1 = shdrsrc->getShader("solids_shader").material;
- shadermat2 = shdrsrc->getShader("liquids_shader").material;
- shadermat3 = shdrsrc->getShader("alpha_shader").material;
- shadermat4 = shdrsrc->getShader("leaves_shader").material;
- shadermat5 = shdrsrc->getShader("plants_shader").material;
- }
-
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
// - Cracks
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
- ITextureSource *tsrc = data->m_gamedef->tsrc();
// Find the texture name plus ^[crack:N:
std::ostringstream os(std::ios::binary);
os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
// - Texture animation
if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
{
- ITextureSource *tsrc = data->m_gamedef->tsrc();
// Add to MapBlockMesh in order to animate these tiles
m_animation_tiles[i] = p.tile;
m_animation_frames[i] = 0;
material.setTexture(0, p.tile.texture);
if (enable_shaders) {
- ITextureSource *tsrc = data->m_gamedef->tsrc();
+ material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+ p.tile.applyMaterialOptionsWithShaders(material);
material.setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_bumpmapping || enable_parallax_occlusion) {
if (tsrc->isKnownSourceImage("override_normal.png")){
}
}
}
- p.tile.applyMaterialOptionsWithShaders(material,
- shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
} else {
p.tile.applyMaterialOptions(material);
}
scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
ITextureSource *tsrc = m_gamedef->getTextureSource();
+ IShaderSource *shdrsrc = m_gamedef->getShaderSource();
// Create new texture name from original
std::ostringstream os(std::ios::binary);
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
- buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
- if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
- {
+ if (enable_shaders){
+ buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
+ buf->getMaterial().MaterialType = shdrsrc->getShaderInfo(tile.shader_id).material;
+ if (enable_bumpmapping || enable_parallax_occlusion){
if (tsrc->isKnownSourceImage("override_normal.png")){
buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
}
}
}
+ }
}
// Day-night transition
}
}
}
- virtual void updateTextures(ITextureSource *tsrc)
+ virtual void updateTextures(ITextureSource *tsrc,
+ IShaderSource *shdsrc)
{
#ifndef SERVER
infostream<<"CNodeDefManager::updateTextures(): Updating "
}
bool is_liquid = false;
+ bool is_water_surface = false;
+
u8 material_type;
material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
}
}
if (f->waving == 1)
- material_type = TILE_MATERIAL_LEAVES;
+ material_type = TILE_MATERIAL_WAVING_LEAVES;
break;
case NDT_PLANTLIKE:
f->solidness = 0;
f->backface_culling = false;
if (f->waving == 1)
- material_type = TILE_MATERIAL_PLANTS;
+ material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
break;
}
- if (is_liquid)
+ if (is_liquid){
material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
+ if (f->name == "default:water_source")
+ is_water_surface = true;
+ }
+ u32 tile_shader[6];
+ for(u16 j=0; j<6; j++)
+ tile_shader[j] = shdsrc->getShader("nodes_shader",material_type, f->drawtype);
+
+ if (is_water_surface)
+ tile_shader[0] = shdsrc->getShader("water_surface_shader",material_type, f->drawtype);
// Tiles (fill in f->tiles[])
for(u16 j=0; j<6; j++){
+ // Shader
+ f->tiles[j].shader_id = tile_shader[j];
// Texture
f->tiles[j].texture = tsrc->getTexture(
tiledef[j].name,
}
// Special tiles (fill in f->special_tiles[])
for(u16 j=0; j<CF_SPECIAL_COUNT; j++){
+ // Shader
+ f->special_tiles[j].shader_id = tile_shader[j];
// Texture
f->special_tiles[j].texture = tsrc->getTexture(
f->tiledef_special[j].name,
#include "mapnode.h"
#ifndef SERVER
#include "tile.h"
+#include "shader.h"
#endif
#include "itemgroup.h"
#include "sound.h" // SimpleSoundSpec
class IItemDefManager;
class ITextureSource;
+class IShaderSource;
class IGameDef;
typedef std::list<std::pair<content_t, int> > GroupItems;
/*
Update tile textures to latest return values of TextueSource.
*/
- virtual void updateTextures(ITextureSource *tsrc)=0;
+ virtual void updateTextures(ITextureSource *tsrc,
+ IShaderSource *shdsrc)=0;
virtual void serialize(std::ostream &os, u16 protocol_version)=0;
virtual void deSerialize(std::istream &is)=0;
#include "log.h"
#include "gamedef.h"
#include "strfnd.h" // trim()
+#include "tile.h"
/*
A cache from shader name to shader path
class MainShaderConstantSetter : public IShaderConstantSetter
{
public:
- MainShaderConstantSetter(IrrlichtDevice *device)
+ MainShaderConstantSetter(IrrlichtDevice *device):
+ m_device(device)
{}
~MainShaderConstantSetter() {}
services->setVertexShaderConstant(world.pointer(), 8, 4);
}
+
+private:
+ IrrlichtDevice *m_device;
};
/*
ShaderSource(IrrlichtDevice *device);
~ShaderSource();
- /*
- Gets a shader material id from cache or
- - if main thread, from getShaderIdDirect
- - if other thread, adds to request queue and waits for main thread
- */
- u32 getShaderId(const std::string &name);
-
/*
- If shader material specified by name is found from cache,
return the cached id.
The id 0 points to a null shader. Its material is EMT_SOLID.
*/
- u32 getShaderIdDirect(const std::string &name);
-
- // Finds out the name of a cached shader.
- std::string getShaderName(u32 id);
+ u32 getShaderIdDirect(const std::string &name,
+ const u8 material_type, const u8 drawtype);
/*
If shader specified by the name pointed by the id doesn't
- exist, create it, then return the cached shader.
+ exist, create it, then return id.
Can be called from any thread. If called from some other thread
and not found in cache, the call is queued to the main thread
for processing.
*/
- ShaderInfo getShader(u32 id);
-
- ShaderInfo getShader(const std::string &name)
- {
- return getShader(getShaderId(name));
- }
-
+
+ u32 getShader(const std::string &name,
+ const u8 material_type, const u8 drawtype);
+
+ ShaderInfo getShaderInfo(u32 id);
+
// Processes queued shader requests from other threads.
// Shall be called from the main thread.
void processQueue();
// A shader id is index in this array.
// The first position contains a dummy shader.
std::vector<ShaderInfo> m_shaderinfo_cache;
- // Maps a shader name to an index in the former.
- std::map<std::string, u32> m_name_to_id;
- // The two former containers are behind this mutex
+ // The former container is behind this mutex
JMutex m_shaderinfo_cache_mutex;
// Queued shader fetches (to be processed by the main thread)
/*
Generate shader given the shader name.
*/
-ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
+ShaderInfo generate_shader(std::string name,
+ u8 material_type, u8 drawtype,
+ IrrlichtDevice *device,
video::IShaderConstantSetCallBack *callback,
SourceShaderCache *sourcecache);
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
- m_name_to_id[""] = 0;
// Add main global constant setter
addGlobalConstantSetter(new MainShaderConstantSetter(device));
m_global_setters.clear();
}
-u32 ShaderSource::getShaderId(const std::string &name)
+u32 ShaderSource::getShader(const std::string &name,
+ const u8 material_type, const u8 drawtype)
{
- //infostream<<"getShaderId(): \""<<name<<"\""<<std::endl;
-
- {
- /*
- See if shader already exists
- */
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
- std::map<std::string, u32>::iterator n;
- n = m_name_to_id.find(name);
- if(n != m_name_to_id.end())
- return n->second;
- }
-
/*
Get shader
*/
+
if(get_current_thread_id() == m_main_thread){
- return getShaderIdDirect(name);
+ return getShaderIdDirect(name, material_type, drawtype);
} else {
- /*errorstream<<"getShaderId(): Queued: name=\""<<name<<"\""<<std::endl;*/
+ /*errorstream<<"getShader(): Queued: name=\""<<name<<"\""<<std::endl;*/
// We're gonna ask the result to be put into here
}
- infostream<<"getShaderId(): Failed"<<std::endl;
+ infostream<<"getShader(): Failed"<<std::endl;
return 0;
}
/*
This method generates all the shaders
*/
-u32 ShaderSource::getShaderIdDirect(const std::string &name)
+u32 ShaderSource::getShaderIdDirect(const std::string &name,
+ const u8 material_type, const u8 drawtype)
{
//infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
return 0;
}
+ // Check if already have such instance
+ for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
+ ShaderInfo *info = &m_shaderinfo_cache[i];
+ if(info->name == name && info->material_type == material_type &&
+ info->drawtype == drawtype)
+ return i;
+ }
+
/*
Calling only allowed from main thread
*/
return 0;
}
- /*
- See if shader already exists
- */
- {
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
-
- std::map<std::string, u32>::iterator n;
- n = m_name_to_id.find(name);
- if(n != m_name_to_id.end()){
- /*infostream<<"getShaderIdDirect(): \""<<name
- <<"\" found in cache"<<std::endl;*/
- return n->second;
- }
- }
-
- /*infostream<<"getShaderIdDirect(): \""<<name
- <<"\" NOT found in cache. Creating it."<<std::endl;*/
-
- ShaderInfo info = generate_shader(name, m_device,
+ ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
m_shader_callback, &m_sourcecache);
/*
u32 id = m_shaderinfo_cache.size();
m_shaderinfo_cache.push_back(info);
- m_name_to_id[name] = id;
- /*infostream<<"getShaderIdDirect(): "
- <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
+ infostream<<"getShaderIdDirect(): "
+ <<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;
return id;
}
-std::string ShaderSource::getShaderName(u32 id)
-{
- JMutexAutoLock lock(m_shaderinfo_cache_mutex);
-
- if(id >= m_shaderinfo_cache.size()){
- errorstream<<"ShaderSource::getShaderName(): id="<<id
- <<" >= m_shaderinfo_cache.size()="
- <<m_shaderinfo_cache.size()<<std::endl;
- return "";
- }
- return m_shaderinfo_cache[id].name;
-}
-
-ShaderInfo ShaderSource::getShader(u32 id)
+ShaderInfo ShaderSource::getShaderInfo(u32 id)
{
JMutexAutoLock lock(m_shaderinfo_cache_mutex);
void ShaderSource::processQueue()
{
- /*
- Fetch shaders
- */
- //NOTE this is only thread safe for ONE consumer thread!
- if(!m_get_shader_queue.empty()){
- GetRequest<std::string, u32, u8, u8>
- request = m_get_shader_queue.pop();
+
- /**errorstream<<"ShaderSource::processQueue(): "
- <<"got shader request with "
- <<"name=\""<<request.key<<"\""
- <<std::endl;**/
-
- m_get_shader_queue.pushResult(request,getShaderIdDirect(request.key));
- }
}
void ShaderSource::insertSourceShader(const std::string &name_of_shader,
for(u32 i=0; i<m_shaderinfo_cache.size(); i++){
ShaderInfo *info = &m_shaderinfo_cache[i];
if(info->name != ""){
- *info = generate_shader(info->name, m_device,
- m_shader_callback, &m_sourcecache);
+ *info = generate_shader(info->name, info->material_type,
+ info->drawtype, m_device, m_shader_callback, &m_sourcecache);
}
}
}
}
}
-ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
- video::IShaderConstantSetCallBack *callback,
+ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
+ IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback,
SourceShaderCache *sourcecache)
{
- /*infostream<<"generate_shader(): "
- "\""<<name<<"\""<<std::endl;*/
-
ShaderInfo shaderinfo;
shaderinfo.name = name;
+ shaderinfo.material_type = material_type;
+ shaderinfo.drawtype = drawtype;
shaderinfo.material = video::EMT_SOLID;
-
- /*
- Get the base material
- */
- std::string base_material_name =
- trim(sourcecache->getOrLoad(name, "base.txt"));
- for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){
- if(video::sBuiltInMaterialTypeNames[i] == base_material_name){
- shaderinfo.material = (video::E_MATERIAL_TYPE) i;
+ switch(material_type){
+ case TILE_MATERIAL_BASIC:
+ shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
- }
+ case TILE_MATERIAL_ALPHA:
+ shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ break;
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ break;
+ case TILE_MATERIAL_LIQUID_OPAQUE:
+ shaderinfo.base_material = video::EMT_SOLID;
+ break;
+ case TILE_MATERIAL_WAVING_LEAVES:
+ shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ break;
+ case TILE_MATERIAL_WAVING_PLANTS:
+ shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ break;
}
-
+
bool enable_shaders = g_settings->getBool("enable_shaders");
if(!enable_shaders)
return shaderinfo;
load_shaders(name, sourcecache, driver->getDriverType(),
enable_shaders, vertex_program, pixel_program,
geometry_program, is_highlevel);
-
// Check hardware/driver support
if(vertex_program != "" &&
!driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
// Create shaders header
std::string shaders_header = "#version 120\n";
+ static const char* drawTypes[] = {
+ "NDT_NORMAL",
+ "NDT_AIRLIKE",
+ "NDT_LIQUID",
+ "NDT_FLOWINGLIQUID",
+ "NDT_GLASSLIKE",
+ "NDT_ALLFACES",
+ "NDT_ALLFACES_OPTIONAL",
+ "NDT_TORCHLIKE",
+ "NDT_SIGNLIKE",
+ "NDT_PLANTLIKE",
+ "NDT_FENCELIKE",
+ "NDT_RAILLIKE",
+ "NDT_NODEBOX",
+ "NDT_GLASSLIKE_FRAMED"
+ };
+
+ for (int i = 0; i < 14; i++){
+ shaders_header += "#define ";
+ shaders_header += drawTypes[i];
+ shaders_header += " ";
+ shaders_header += itos(i);
+ shaders_header += "\n";
+ }
+
+ static const char* materialTypes[] = {
+ "TILE_MATERIAL_BASIC",
+ "TILE_MATERIAL_ALPHA",
+ "TILE_MATERIAL_LIQUID_TRANSPARENT",
+ "TILE_MATERIAL_LIQUID_OPAQUE",
+ "TILE_MATERIAL_WAVING_LEAVES",
+ "TILE_MATERIAL_WAVING_PLANTS"
+ };
+
+ for (int i = 0; i < 6; i++){
+ shaders_header += "#define ";
+ shaders_header += materialTypes[i];
+ shaders_header += " ";
+ shaders_header += itos(i);
+ shaders_header += "\n";
+ }
+
+ shaders_header += "#define MATERIAL_TYPE ";
+ shaders_header += itos(material_type);
+ shaders_header += "\n";
+ shaders_header += "#define DRAW_TYPE ";
+ shaders_header += itos(drawtype);
+ shaders_header += "\n";
+
if (g_settings->getBool("generate_normalmaps")){
shaders_header += "#define GENERATE_NORMALMAPS\n";
shaders_header += "#define NORMALMAPS_STRENGTH ";
shaders_header += "#define USE_NORMALMAPS\n";
if (g_settings->getBool("enable_waving_water")){
- shaders_header += "#define ENABLE_WAVING_WATER\n";
+ shaders_header += "#define ENABLE_WAVING_WATER 1\n";
shaders_header += "#define WATER_WAVE_HEIGHT ";
shaders_header += ftos(g_settings->getFloat("water_wave_height"));
shaders_header += "\n";
shaders_header += "#define WATER_WAVE_SPEED ";
shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
shaders_header += "\n";
+ } else{
+ shaders_header += "#define ENABLE_WAVING_WATER 0\n";
}
+ shaders_header += "#define ENABLE_WAVING_LEAVES ";
if (g_settings->getBool("enable_waving_leaves"))
- shaders_header += "#define ENABLE_WAVING_LEAVES\n";
+ shaders_header += "1\n";
+ else
+ shaders_header += "0\n";
+ shaders_header += "#define ENABLE_WAVING_PLANTS ";
if (g_settings->getBool("enable_waving_plants"))
- shaders_header += "#define ENABLE_WAVING_PLANTS\n";
+ shaders_header += "1\n";
+ else
+ shaders_header += "0\n";
if(pixel_program != "")
pixel_program = shaders_header + pixel_program;
scene::EPT_TRIANGLES, // Geometry shader input
scene::EPT_TRIANGLE_STRIP, // Geometry shader output
0, // Support maximum number of vertices
- callback, // Set-constant callback
- shaderinfo.material, // Base material
- 1 // Userdata passed to callback
+ callback, // Set-constant callback
+ shaderinfo.base_material, // Base material
+ 1 // Userdata passed to callback
);
-
if(shadermat == -1){
errorstream<<"generate_shader(): "
"failed to generate \""<<name<<"\", "
vertex_program_ptr, // Vertex shader program
pixel_program_ptr, // Pixel shader program
callback, // Set-constant callback
- shaderinfo.material, // Base material
+ shaderinfo.base_material, // Base material
0 // Userdata passed to callback
);
struct ShaderInfo
{
std::string name;
+ video::E_MATERIAL_TYPE base_material;
video::E_MATERIAL_TYPE material;
+ u8 drawtype;
+ u8 material_type;
+ s32 user_data;
- ShaderInfo(): name(""), material(video::EMT_SOLID) {}
+ ShaderInfo(): name(""), base_material(video::EMT_SOLID),
+ material(video::EMT_SOLID),
+ drawtype(0), material_type(0) {}
virtual ~ShaderInfo() {}
};
public:
IShaderSource(){}
virtual ~IShaderSource(){}
- virtual u32 getShaderId(const std::string &name){return 0;}
- virtual u32 getShaderIdDirect(const std::string &name){return 0;}
- virtual std::string getShaderName(u32 id){return "";}
- virtual ShaderInfo getShader(u32 id){return ShaderInfo();}
- virtual ShaderInfo getShader(const std::string &name){return ShaderInfo();}
+ virtual u32 getShaderIdDirect(const std::string &name,
+ const u8 material_type, const u8 drawtype){return 0;}
+ virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
+ virtual u32 getShader(const std::string &name,
+ const u8 material_type, const u8 drawtype){return 0;}
};
class IWritableShaderSource : public IShaderSource
public:
IWritableShaderSource(){}
virtual ~IWritableShaderSource(){}
- virtual u32 getShaderId(const std::string &name){return 0;}
- virtual u32 getShaderIdDirect(const std::string &name){return 0;}
- virtual std::string getShaderName(u32 id){return "";}
- virtual ShaderInfo getShader(u32 id){return ShaderInfo();}
- virtual ShaderInfo getShader(const std::string &name){return ShaderInfo();}
+ virtual u32 getShaderIdDirect(const std::string &name,
+ const u8 material_type, const u8 drawtype){return 0;}
+ virtual ShaderInfo getShaderInfo(u32 id){return ShaderInfo();}
+ virtual u32 getShader(const std::string &name,
+ const u8 material_type, const u8 drawtype){return 0;}
virtual void processQueue()=0;
virtual void insertSourceShader(const std::string &name_of_shader,
TILE_MATERIAL_ALPHA,
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
- TILE_MATERIAL_LEAVES,
- TILE_MATERIAL_PLANTS
+ TILE_MATERIAL_WAVING_LEAVES,
+ TILE_MATERIAL_WAVING_PLANTS
};
// Material flags
//0 // <- DEBUG, Use the one below
MATERIAL_FLAG_BACKFACE_CULLING
),
+ shader_id(0),
animation_frame_count(1),
animation_frame_length_ms(0),
rotation(0)
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
- case TILE_MATERIAL_LEAVES:
+ case TILE_MATERIAL_WAVING_LEAVES:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
- case TILE_MATERIAL_PLANTS:
+ case TILE_MATERIAL_WAVING_PLANTS:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
}
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
}
- void applyMaterialOptionsWithShaders(video::SMaterial &material,
- const video::E_MATERIAL_TYPE &basic,
- const video::E_MATERIAL_TYPE &liquid,
- const video::E_MATERIAL_TYPE &alpha,
- const video::E_MATERIAL_TYPE &leaves,
- const video::E_MATERIAL_TYPE &plants) const
+
+ void applyMaterialOptionsWithShaders(video::SMaterial &material) const
{
- switch(material_type){
- case TILE_MATERIAL_BASIC:
- material.MaterialType = basic;
- break;
- case TILE_MATERIAL_ALPHA:
- material.MaterialType = alpha;
- break;
- case TILE_MATERIAL_LIQUID_TRANSPARENT:
- material.MaterialType = liquid;
- break;
- case TILE_MATERIAL_LIQUID_OPAQUE:
- material.MaterialType = liquid;
- break;
- case TILE_MATERIAL_LEAVES:
- material.MaterialType = leaves;
- break;
- case TILE_MATERIAL_PLANTS:
- material.MaterialType = plants;
- break;
- }
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
}
// Material parameters
u8 material_type;
u8 material_flags;
+ u32 shader_id;
// Animation parameters
u8 animation_frame_count;
u16 animation_frame_length_ms;