Shaders rework.
authorRealBadAngel <mk@realbadangel.pl>
Tue, 3 Dec 2013 16:21:40 +0000 (17:21 +0100)
committerPilzAdam <pilzadam@minetest.net>
Tue, 3 Dec 2013 17:55:25 +0000 (18:55 +0100)
42 files changed:
builtin/mainmenu.lua
client/shaders/alpha_shader/base.txt [new file with mode: 0644]
client/shaders/alpha_shader/opengl_fragment.glsl [new file with mode: 0644]
client/shaders/alpha_shader/opengl_vertex.glsl [new file with mode: 0644]
client/shaders/bumpmaps_liquids/base.txt [deleted file]
client/shaders/bumpmaps_liquids/opengl_fragment.glsl [deleted file]
client/shaders/bumpmaps_liquids/opengl_vertex.glsl [deleted file]
client/shaders/bumpmaps_solids/base.txt [deleted file]
client/shaders/bumpmaps_solids/opengl_fragment.glsl [deleted file]
client/shaders/bumpmaps_solids/opengl_vertex.glsl [deleted file]
client/shaders/leaves_shader/base.txt [new file with mode: 0644]
client/shaders/leaves_shader/opengl_fragment.glsl [new file with mode: 0644]
client/shaders/leaves_shader/opengl_vertex.glsl [new file with mode: 0644]
client/shaders/liquids_shader/base.txt [new file with mode: 0644]
client/shaders/liquids_shader/opengl_fragment.glsl [new file with mode: 0644]
client/shaders/liquids_shader/opengl_vertex.glsl [new file with mode: 0644]
client/shaders/plants_shader/base.txt [new file with mode: 0644]
client/shaders/plants_shader/opengl_fragment.glsl [new file with mode: 0644]
client/shaders/plants_shader/opengl_vertex.glsl [new file with mode: 0644]
client/shaders/solids_shader/base.txt [new file with mode: 0644]
client/shaders/solids_shader/opengl_fragment.glsl [new file with mode: 0644]
client/shaders/solids_shader/opengl_vertex.glsl [new file with mode: 0644]
client/shaders/test_shader_1/base.txt [deleted file]
client/shaders/test_shader_1/opengl_fragment.glsl [deleted file]
client/shaders/test_shader_1/opengl_vertex.glsl [deleted file]
client/shaders/test_shader_2/base.txt [deleted file]
client/shaders/test_shader_2/opengl_fragment.glsl [deleted file]
client/shaders/test_shader_2/opengl_vertex.glsl [deleted file]
client/shaders/test_shader_3/base.txt [deleted file]
client/shaders/test_shader_3/opengl_fragment.glsl [deleted file]
client/shaders/test_shader_3/opengl_vertex.glsl [deleted file]
minetest.conf.example
src/defaultsettings.cpp
src/game.cpp
src/itemdef.cpp
src/mapblock_mesh.cpp
src/nodedef.cpp
src/nodedef.h
src/script/common/c_content.cpp
src/tile.h
textures/base/pack/disable_img.png [new file with mode: 0644]
textures/base/pack/enable_img.png [new file with mode: 0644]

index 6c0aaf252b042c33a8187f3d1910992eb5227b72..9555146d47fdf80c4f0366aa4046b7f20c4957aa 100644 (file)
@@ -687,7 +687,21 @@ function tabbuilder.handle_settings_buttons(fields)
        if fields["cb_finite_liquid"] then
                engine.setting_set("liquid_finite", fields["cb_finite_liquid"])
        end
-
+       if fields["cb_bumpmapping"] then
+               engine.setting_set("enable_bumpmapping", fields["cb_bumpmapping"])
+       end
+       if fields["cb_parallax"] then
+               engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"])
+       end
+       if fields["cb_waving_water"] then
+               engine.setting_set("enable_waving_water", fields["cb_waving_water"])
+       end
+       if fields["cb_waving_leaves"] then
+               engine.setting_set("enable_waving_leaves", fields["cb_waving_leaves"])
+       end
+       if fields["cb_waving_plants"] then
+               engine.setting_set("enable_waving_plants", fields["cb_waving_plants"])
+       end
        if fields["btn_change_keys"] ~= nil then
                engine.show_keys_menu()
        end
@@ -923,35 +937,57 @@ end
 
 --------------------------------------------------------------------------------
 function tabbuilder.tab_settings()
-       return  "vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" ..
-                       "checkbox[1,0.75;cb_fancy_trees;".. fgettext("Fancy trees") .. ";"
+       tab_string =
+                       "vertlabel[0,0;" .. fgettext("SETTINGS") .. "]" ..
+                       "checkbox[1,0;cb_fancy_trees;".. fgettext("Fancy Trees") .. ";" 
                                        .. dump(engine.setting_getbool("new_style_leaves")) .. "]"..
-                       "checkbox[1,1.25;cb_smooth_lighting;".. fgettext("Smooth Lighting")
+                       "checkbox[1,0.5;cb_smooth_lighting;".. fgettext("Smooth Lighting") 
                                        .. ";".. dump(engine.setting_getbool("smooth_lighting")) .. "]"..
-                       "checkbox[1,1.75;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
+                       "checkbox[1,1;cb_3d_clouds;".. fgettext("3D Clouds") .. ";"
                                        .. dump(engine.setting_getbool("enable_3d_clouds")) .. "]"..
-                       "checkbox[1,2.25;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
+                       "checkbox[1,1.5;cb_opaque_water;".. fgettext("Opaque Water") .. ";"
                                        .. dump(engine.setting_getbool("opaque_water")) .. "]"..
+                       "checkbox[1,2.0;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
+                                       .. dump(engine.setting_getbool("preload_item_visuals")) .. "]"..
+                       "checkbox[1,2.5;cb_particles;".. fgettext("Enable Particles") .. ";"
+                                       .. dump(engine.setting_getbool("enable_particles"))     .. "]"..
+                       "checkbox[1,3.0;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";"
+                                       .. dump(engine.setting_getbool("liquid_finite")) .. "]"..
 
-                       "checkbox[4,0.75;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";"
+                       "checkbox[4.5,0;cb_mipmapping;".. fgettext("Mip-Mapping") .. ";"
                                        .. dump(engine.setting_getbool("mip_map")) .. "]"..
-                       "checkbox[4,1.25;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";"
+                       "checkbox[4.5,0.5;cb_anisotrophic;".. fgettext("Anisotropic Filtering") .. ";"
                                        .. dump(engine.setting_getbool("anisotropic_filter")) .. "]"..
-                       "checkbox[4,1.75;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";"
+                       "checkbox[4.5,1.0;cb_bilinear;".. fgettext("Bi-Linear Filtering") .. ";"
                                        .. dump(engine.setting_getbool("bilinear_filter")) .. "]"..
-                       "checkbox[4,2.25;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";"
+                       "checkbox[4.5,1.5;cb_trilinear;".. fgettext("Tri-Linear Filtering") .. ";"
                                        .. dump(engine.setting_getbool("trilinear_filter")) .. "]"..
 
-                       "checkbox[7.5,0.75;cb_shaders;".. fgettext("Shaders") .. ";"
+                       "checkbox[8,0;cb_shaders;".. fgettext("Shaders") .. ";"
                                        .. dump(engine.setting_getbool("enable_shaders")) .. "]"..
-                       "checkbox[7.5,1.25;cb_pre_ivis;".. fgettext("Preload item visuals") .. ";"
-                                       .. dump(engine.setting_getbool("preload_item_visuals")) .. "]"..
-                       "checkbox[7.5,1.75;cb_particles;".. fgettext("Enable Particles") .. ";"
-                                       .. dump(engine.setting_getbool("enable_particles"))     .. "]"..
-                       "checkbox[7.5,2.25;cb_finite_liquid;".. fgettext("Finite Liquid") .. ";"
-                                       .. dump(engine.setting_getbool("liquid_finite")) .. "]"..
-
-                       "button[1,4.25;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]"
+                       "button[1,4.5;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]"
+
+if engine.setting_getbool("enable_shaders") then
+       tab_string = tab_string ..
+                       "checkbox[8,0.5;cb_bumpmapping;".. fgettext("Bumpmapping") .. ";"
+                                       .. dump(engine.setting_getbool("enable_bumpmapping")) .. "]"..
+                       "checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";"
+                                       .. dump(engine.setting_getbool("enable_parallax_occlusion")) .. "]"..
+                       "checkbox[8,1.5;cb_waving_water;".. fgettext("Waving Water") .. ";"
+                                       .. dump(engine.setting_getbool("enable_waving_water")) .. "]"..
+                       "checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";"
+                                       .. dump(engine.setting_getbool("enable_waving_leaves")) .. "]"..
+                       "checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";"
+                                       .. dump(engine.setting_getbool("enable_waving_plants")) .. "]"
+else 
+       tab_string = tab_string ..
+                       "textlist[8.33,0.7;4,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" ..
+                       "textlist[8.33,1.2;4,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" ..
+                       "textlist[8.33,1.7;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" ..
+                       "textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" ..
+                       "textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]"
+       end
+return tab_string
 end
 
 --------------------------------------------------------------------------------
diff --git a/client/shaders/alpha_shader/base.txt b/client/shaders/alpha_shader/base.txt
new file mode 100644 (file)
index 0000000..1c26471
--- /dev/null
@@ -0,0 +1 @@
+trans_alphach
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl
new file mode 100644 (file)
index 0000000..e72c1b9
--- /dev/null
@@ -0,0 +1,67 @@
+#version 120\r
+\r
+uniform sampler2D baseTexture;\r
+uniform sampler2D normalTexture;\r
+uniform sampler2D useNormalmap;\r
+\r
+uniform float enableBumpmapping;\r
+uniform float enableParallaxOcclusion;\r
+uniform float parallaxOcclusionScale;\r
+uniform float parallaxOcclusionBias;\r
+\r
+\r
+uniform vec4 skyBgColor;\r
+uniform float fogDistance;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 tsEyeVec;\r
+varying vec3 eyeVec;\r
+\r
+const float e = 2.718281828459;\r
+\r
+void main (void)\r
+{\r
+       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
+       float enable_bumpmapping = enableBumpmapping;\r
+\r
+       vec3 color;\r
+       vec2 uv = gl_TexCoord[0].st;\r
+       float height;\r
+       vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);\r
+       \r
+       if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {\r
+               float map_height = texture2D(normalTexture, uv).a;\r
+                       if (map_height < 1.0){\r
+                               float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;\r
+                               uv = uv + height * tsEye;\r
+                       }\r
+       }\r
+\r
+       if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {\r
+               vec3 base = texture2D(baseTexture, uv).rgb;\r
+               vec3 vVec = normalize(eyeVec);\r
+               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
+               vec3 R = reflect(-vVec, bump);\r
+               vec3 lVec = normalize(vVec);\r
+               float diffuse = max(dot(lVec, bump), 0.0);\r
+               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
+               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
+       } else {\r
+               color = texture2D(baseTexture, uv).rgb;\r
+       }\r
+\r
+       float alpha = texture2D(baseTexture, uv).a;\r
+       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
+       col *= gl_Color;\r
+       col = col * col; // SRGB -> Linear\r
+       col *= 1.8;\r
+       col.r = 1.0 - exp(1.0 - col.r) / e;\r
+       col.g = 1.0 - exp(1.0 - col.g) / e;\r
+       col.b = 1.0 - exp(1.0 - col.b) / e;\r
+       col = sqrt(col); // Linear -> SRGB\r
+       if(fogDistance != 0.0){\r
+               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
+               col = mix(col, skyBgColor, d);\r
+       }\r
+    gl_FragColor = vec4(col.r, col.g, col.b, alpha);   \r
+}\r
diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl
new file mode 100644 (file)
index 0000000..c26fdd3
--- /dev/null
@@ -0,0 +1,99 @@
+#version 120\r
+\r
+uniform mat4 mWorldViewProj;\r
+uniform mat4 mInvWorld;\r
+uniform mat4 mTransWorld;\r
+uniform float dayNightRatio;\r
+\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 eyeVec;\r
+varying vec3 tsEyeVec;\r
+\r
+void main(void)\r
+{\r
+       gl_Position = mWorldViewProj * gl_Vertex;\r
+       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
+\r
+       vec3 normal,tangent,binormal; \r
+       normal = normalize(gl_NormalMatrix * gl_Normal);\r
+\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
+       \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
+       eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+       tsEyeVec = normalize(eyeVec * tbnMatrix);\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 *= 0.7;\r
+       color = sqrt(color); // Linear -> SRGB\r
+\r
+       color.a = gl_Color.a;\r
+\r
+       gl_FrontColor = gl_BackColor = color;\r
+\r
+       gl_TexCoord[0] = gl_MultiTexCoord0;\r
+\r
+}\r
diff --git a/client/shaders/bumpmaps_liquids/base.txt b/client/shaders/bumpmaps_liquids/base.txt
deleted file mode 100644 (file)
index 1c26471..0000000
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach
diff --git a/client/shaders/bumpmaps_liquids/opengl_fragment.glsl b/client/shaders/bumpmaps_liquids/opengl_fragment.glsl
deleted file mode 100644 (file)
index bf6bbf0..0000000
+++ /dev/null
@@ -1,46 +0,0 @@
-\r
-uniform sampler2D myTexture;\r
-uniform sampler2D normalTexture;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-\r
-varying vec3 vPosition;\r
-\r
-varying vec3 viewVec;\r
-\r
-void main (void)\r
-{\r
-       vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));\r
-       float alpha = col.a;\r
-       vec2 uv = gl_TexCoord[0].st;\r
-       vec4 base = texture2D(myTexture, uv);\r
-       vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;\r
-       vec3 vVec = normalize(viewVec);\r
-       vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
-       vec3 R = reflect(-vVec, bump);\r
-       vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));\r
-       float diffuse = max(dot(lVec, bump), 0.0);\r
-  \r
-       vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;\r
-       \r
-       \r
-       float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
-    color += vec3(0.2*specular*diffuse);\r
\r
-  \r
-       col = vec4(color.r, color.g, color.b, alpha);\r
-       col *= gl_Color;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);\r
-       col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);\r
-       col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               alpha = mix(alpha, 0.0, d);\r
-       }\r
-\r
-    gl_FragColor = vec4(col.r, col.g, col.b, alpha);   \r
-}\r
diff --git a/client/shaders/bumpmaps_liquids/opengl_vertex.glsl b/client/shaders/bumpmaps_liquids/opengl_vertex.glsl
deleted file mode 100644 (file)
index 99c208b..0000000
+++ /dev/null
@@ -1,98 +0,0 @@
-\r
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform float dayNightRatio;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 viewVec;\r
-\r
-void main(void)\r
-{\r
-       gl_Position = mWorldViewProj * gl_Vertex;\r
-\r
-       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
-       \r
-       vec3 tangent; \r
-       vec3 binormal; \r
-\r
-       vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) ); \r
-       vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) ); \r
-\r
-       if( length(c1)>length(c2) )\r
-       {\r
-               tangent = c1;   \r
-       }\r
-       else\r
-       {\r
-               tangent = c2;   \r
-       }\r
-\r
-       tangent = normalize(tangent);\r
-\r
-//binormal = cross(gl_Normal, tangent); \r
-//binormal = normalize(binormal);\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 * 1.5; // 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 = rg;\r
-       color.g = rg;\r
-       color.b = b;\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 *= 0.7;\r
-       color = sqrt(color); // Linear -> SRGB\r
-\r
-       color.a = gl_Color.a;\r
-\r
-       gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-       \r
-       vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);\r
-       vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);\r
-       //vec3 t1 = normalize(gl_NormalMatrix * tangent1);\r
-       //vec3 b1 = cross(n1, t1);\r
-\r
-       vec3 v;\r
-       vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\r
-       vec3 vVec = -vVertex;\r
-       //v.x = dot(vVec, t1);\r
-       //v.y = dot(vVec, b1);\r
-       //v.z = dot(vVec, n1);\r
-       //viewVec = vVec;\r
-       viewVec = normalize(vec3(0.0, -0.4, 0.5));\r
-       //Vector representing the 0th texture coordinate passed to fragment shader\r
-//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);\r
-\r
-// Transform the current vertex\r
-//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\r
-}\r
diff --git a/client/shaders/bumpmaps_solids/base.txt b/client/shaders/bumpmaps_solids/base.txt
deleted file mode 100644 (file)
index 080df30..0000000
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach_ref
diff --git a/client/shaders/bumpmaps_solids/opengl_fragment.glsl b/client/shaders/bumpmaps_solids/opengl_fragment.glsl
deleted file mode 100644 (file)
index c72e8cb..0000000
+++ /dev/null
@@ -1,45 +0,0 @@
-\r
-uniform sampler2D myTexture;\r
-uniform sampler2D normalTexture;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-\r
-varying vec3 vPosition;\r
-\r
-varying vec3 viewVec;\r
-\r
-void main (void)\r
-{\r
-       vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));\r
-       float alpha = col.a;\r
-       vec2 uv = gl_TexCoord[0].st;\r
-       vec4 base = texture2D(myTexture, uv);\r
-       vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;\r
-       vec3 vVec = normalize(viewVec);\r
-       vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
-       vec3 R = reflect(-vVec, bump);\r
-       vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));\r
-       float diffuse = max(dot(lVec, bump), 0.0);\r
-  \r
-       vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;\r
-       \r
-       \r
-       float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
-    color += vec3(0.2*specular*diffuse);\r
\r
-  \r
-       col = vec4(color.r, color.g, color.b, alpha);\r
-       col *= gl_Color;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);\r
-       col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);\r
-       col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               col = mix(col, skyBgColor, d);\r
-       }\r
-    gl_FragColor = vec4(col.r, col.g, col.b, alpha);   \r
-}\r
diff --git a/client/shaders/bumpmaps_solids/opengl_vertex.glsl b/client/shaders/bumpmaps_solids/opengl_vertex.glsl
deleted file mode 100644 (file)
index 99c208b..0000000
+++ /dev/null
@@ -1,98 +0,0 @@
-\r
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform float dayNightRatio;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 viewVec;\r
-\r
-void main(void)\r
-{\r
-       gl_Position = mWorldViewProj * gl_Vertex;\r
-\r
-       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
-       \r
-       vec3 tangent; \r
-       vec3 binormal; \r
-\r
-       vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) ); \r
-       vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) ); \r
-\r
-       if( length(c1)>length(c2) )\r
-       {\r
-               tangent = c1;   \r
-       }\r
-       else\r
-       {\r
-               tangent = c2;   \r
-       }\r
-\r
-       tangent = normalize(tangent);\r
-\r
-//binormal = cross(gl_Normal, tangent); \r
-//binormal = normalize(binormal);\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 * 1.5; // 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 = rg;\r
-       color.g = rg;\r
-       color.b = b;\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 *= 0.7;\r
-       color = sqrt(color); // Linear -> SRGB\r
-\r
-       color.a = gl_Color.a;\r
-\r
-       gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-       \r
-       vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);\r
-       vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);\r
-       //vec3 t1 = normalize(gl_NormalMatrix * tangent1);\r
-       //vec3 b1 = cross(n1, t1);\r
-\r
-       vec3 v;\r
-       vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\r
-       vec3 vVec = -vVertex;\r
-       //v.x = dot(vVec, t1);\r
-       //v.y = dot(vVec, b1);\r
-       //v.z = dot(vVec, n1);\r
-       //viewVec = vVec;\r
-       viewVec = normalize(vec3(0.0, -0.4, 0.5));\r
-       //Vector representing the 0th texture coordinate passed to fragment shader\r
-//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);\r
-\r
-// Transform the current vertex\r
-//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\r
-}\r
diff --git a/client/shaders/leaves_shader/base.txt b/client/shaders/leaves_shader/base.txt
new file mode 100644 (file)
index 0000000..080df30
--- /dev/null
@@ -0,0 +1 @@
+trans_alphach_ref
diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl
new file mode 100644 (file)
index 0000000..127b32d
--- /dev/null
@@ -0,0 +1,54 @@
+#version 120\r
+\r
+uniform sampler2D baseTexture;\r
+uniform sampler2D normalTexture;\r
+uniform sampler2D useNormalmap;\r
+\r
+uniform float enableBumpmapping;\r
+\r
+uniform vec4 skyBgColor;\r
+uniform float fogDistance;\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 eyeVec;\r
+varying vec4 vColor;\r
+\r
+const float e = 2.718281828459;\r
+\r
+void main (void)\r
+{\r
+       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
+       float enable_bumpmapping = enableBumpmapping;\r
+\r
+       vec3 color;\r
+       vec2 uv = gl_TexCoord[0].st;\r
+\r
+       if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {\r
+               vec3 base = texture2D(baseTexture, uv).rgb;\r
+               vec3 vVec = normalize(eyeVec);\r
+               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
+               vec3 R = reflect(-vVec, bump);\r
+               vec3 lVec = normalize(vVec);\r
+               float diffuse = max(dot(lVec, bump), 0.0);\r
+               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
+               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
+       } else {\r
+               color = texture2D(baseTexture, uv).rgb;\r
+       }\r
+\r
+       float alpha = texture2D(baseTexture, uv).a;\r
+       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
+       col *= gl_Color;\r
+       col = col * col; // SRGB -> Linear\r
+       col *= 1.8;\r
+       col.r = 1.0 - exp(1.0 - col.r) / e;\r
+       col.g = 1.0 - exp(1.0 - col.g) / e;\r
+       col.b = 1.0 - exp(1.0 - col.b) / e;\r
+       col = sqrt(col); // Linear -> SRGB\r
+       if(fogDistance != 0.0){\r
+               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
+               col = mix(col, skyBgColor, d);\r
+       }\r
+    gl_FragColor = vec4(col.r, col.g, col.b, alpha);   \r
+}\r
diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl
new file mode 100644 (file)
index 0000000..8dfb066
--- /dev/null
@@ -0,0 +1,87 @@
+#version 120\r
+\r
+uniform mat4 mWorldViewProj;\r
+uniform mat4 mInvWorld;\r
+uniform mat4 mTransWorld;\r
+uniform float dayNightRatio;\r
+uniform float animationTimer;\r
+\r
+uniform float enableWavingLeaves;\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 eyeVec;\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
+       if (enableWavingLeaves == 1.0){ \r
+               vec4 pos = gl_Vertex;\r
+               vec4 pos2 = mTransWorld*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
+       }\r
+       else \r
+               gl_Position = mWorldViewProj * gl_Vertex;\r
+\r
+       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
+\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 *= 0.7;\r
+       color = sqrt(color); // Linear -> SRGB\r
+\r
+       color.a = gl_Color.a;\r
+\r
+       gl_FrontColor = gl_BackColor = color;\r
+\r
+       gl_TexCoord[0] = gl_MultiTexCoord0;\r
+\r
+}\r
diff --git a/client/shaders/liquids_shader/base.txt b/client/shaders/liquids_shader/base.txt
new file mode 100644 (file)
index 0000000..1c26471
--- /dev/null
@@ -0,0 +1 @@
+trans_alphach
diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl
new file mode 100644 (file)
index 0000000..a5ffd71
--- /dev/null
@@ -0,0 +1,53 @@
+#version 120\r
+\r
+uniform sampler2D baseTexture;\r
+uniform sampler2D normalTexture;\r
+uniform sampler2D useNormalmap;\r
+\r
+uniform float enableBumpmapping;\r
+\r
+uniform vec4 skyBgColor;\r
+uniform float fogDistance;\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 eyeVec;\r
+\r
+const float e = 2.718281828459;\r
+\r
+void main (void)\r
+{\r
+       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
+       float enable_bumpmapping = enableBumpmapping;\r
+\r
+       vec3 color;\r
+       vec2 uv = gl_TexCoord[0].st;\r
+\r
+       if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {\r
+               vec3 base = texture2D(baseTexture, uv).rgb;\r
+               vec3 vVec = normalize(eyeVec);\r
+               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
+               vec3 R = reflect(-vVec, bump);\r
+               vec3 lVec = normalize(vVec);\r
+               float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);\r
+               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
+               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
+       } else {\r
+               color = texture2D(baseTexture, uv).rgb;\r
+       }\r
+\r
+       float alpha = gl_Color.a;\r
+       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
+       col *= gl_Color;\r
+       col = col * col; // SRGB -> Linear\r
+       col *= 1.8;\r
+       col.r = 1.0 - exp(1.0 - col.r) / e;\r
+       col.g = 1.0 - exp(1.0 - col.g) / e;\r
+       col.b = 1.0 - exp(1.0 - col.b) / e;\r
+       col = sqrt(col); // Linear -> SRGB\r
+       if(fogDistance != 0.0){\r
+               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
+               alpha = mix(alpha, 0.0, d);\r
+       }\r
+    gl_FragColor = vec4(col.r, col.g, col.b, alpha); \r
+}\r
diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl
new file mode 100644 (file)
index 0000000..8ceb9f2
--- /dev/null
@@ -0,0 +1,69 @@
+#version 120\r
+\r
+uniform mat4 mWorldViewProj;\r
+uniform mat4 mInvWorld;\r
+uniform mat4 mTransWorld;\r
+uniform float dayNightRatio;\r
+uniform float animationTimer;\r
+\r
+uniform float enableWavingWater;\r
+uniform float waterWaveLength;\r
+uniform float waterWaveHeight;\r
+uniform float waterWaveSpeed;\r
+\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 eyeVec;\r
+\r
+void main(void)\r
+{\r
+       if (enableWavingWater == 1.0){\r
+               vec4 pos2 = gl_Vertex;\r
+               pos2.y -= 2.0;\r
+               pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight\r
+                       + sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;\r
+               gl_Position = mWorldViewProj * pos2;\r
+       } else\r
+               gl_Position = mWorldViewProj * gl_Vertex;\r
+\r
+       eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+       vPosition = (mWorldViewProj * 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
+       color.a = gl_Color.a;\r
+\r
+       gl_FrontColor = gl_BackColor = color;\r
+\r
+       gl_TexCoord[0] = gl_MultiTexCoord0;\r
+\r
+}\r
diff --git a/client/shaders/plants_shader/base.txt b/client/shaders/plants_shader/base.txt
new file mode 100644 (file)
index 0000000..080df30
--- /dev/null
@@ -0,0 +1 @@
+trans_alphach_ref
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl
new file mode 100644 (file)
index 0000000..de6ad4c
--- /dev/null
@@ -0,0 +1,53 @@
+#version 120\r
+\r
+uniform sampler2D baseTexture;\r
+uniform sampler2D normalTexture;\r
+uniform sampler2D useNormalmap;\r
+\r
+uniform float enableBumpmapping;\r
+\r
+uniform vec4 skyBgColor;\r
+uniform float fogDistance;\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 eyeVec;\r
+\r
+const float e = 2.718281828459;\r
+\r
+void main (void)\r
+{\r
+       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
+       float enable_bumpmapping = enableBumpmapping;\r
+\r
+       vec3 color;\r
+       vec2 uv = gl_TexCoord[0].st;\r
+\r
+       if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {\r
+               vec3 base = texture2D(baseTexture, uv).rgb;\r
+               vec3 vVec = normalize(eyeVec);\r
+               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
+               vec3 R = reflect(-vVec, bump);\r
+               vec3 lVec = normalize(vVec);\r
+               float diffuse = max(dot(lVec, bump), 0.0);\r
+               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
+               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
+       } else {\r
+               color = texture2D(baseTexture, uv).rgb;\r
+       }\r
+\r
+       float alpha = texture2D(baseTexture, uv).a;\r
+       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
+       col *= gl_Color;\r
+       col = col * col; // SRGB -> Linear\r
+       col *= 1.8;\r
+       col.r = 1.0 - exp(1.0 - col.r) / e;\r
+       col.g = 1.0 - exp(1.0 - col.g) / e;\r
+       col.b = 1.0 - exp(1.0 - col.b) / e;\r
+       col = sqrt(col); // Linear -> SRGB\r
+       if(fogDistance != 0.0){\r
+               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
+               col = mix(col, skyBgColor, d);\r
+       }\r
+    gl_FragColor = vec4(col.r, col.g, col.b, alpha);   \r
+}\r
diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl
new file mode 100644 (file)
index 0000000..c1bdd62
--- /dev/null
@@ -0,0 +1,87 @@
+#version 120\r
+\r
+uniform mat4 mWorldViewProj;\r
+uniform mat4 mInvWorld;\r
+uniform mat4 mTransWorld;\r
+uniform float dayNightRatio;\r
+uniform float animationTimer;\r
+\r
+uniform float enableWavingPlants;\r
+\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 eyeVec;\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
+\r
+       gl_TexCoord[0] = gl_MultiTexCoord0;\r
+       if (enableWavingPlants == 1.0){\r
+               vec4 pos = gl_Vertex;\r
+               vec4 pos2 = mTransWorld * 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
+       }\r
+       else \r
+               gl_Position = mWorldViewProj * gl_Vertex;\r
+\r
+       vPosition = (mWorldViewProj * gl_Vertex).xyz;\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 *= 0.7;\r
+       color = sqrt(color); // Linear -> SRGB\r
+\r
+       color.a = gl_Color.a;\r
+\r
+       gl_FrontColor = gl_BackColor = color;\r
+\r
+}\r
diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt
new file mode 100644 (file)
index 0000000..080df30
--- /dev/null
@@ -0,0 +1 @@
+trans_alphach_ref
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl
new file mode 100644 (file)
index 0000000..80efc86
--- /dev/null
@@ -0,0 +1,87 @@
+#version 120\r
+\r
+uniform sampler2D baseTexture;\r
+uniform sampler2D normalTexture;\r
+uniform sampler2D useNormalmap;\r
+\r
+uniform float enableBumpmapping;\r
+uniform float enableParallaxOcclusion;\r
+uniform float parallaxOcclusionScale;\r
+uniform float parallaxOcclusionBias;\r
+\r
+\r
+uniform vec4 skyBgColor;\r
+uniform float fogDistance;\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 tsEyeVec;\r
+varying vec3 eyeVec;\r
+varying vec4 vColor;\r
+\r
+const float e = 2.718281828459;\r
+\r
+void main (void)\r
+{\r
+       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
+       float enable_bumpmapping = enableBumpmapping;\r
+\r
+       vec3 color;\r
+       vec2 uv = gl_TexCoord[0].st;\r
+       float height;\r
+       vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);\r
+       \r
+       if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {\r
+               float map_height = texture2D(normalTexture, uv).a;\r
+                       if (map_height < 1.0){\r
+                               float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;\r
+                               uv = uv + height * tsEye;\r
+                       }\r
+       }\r
+/* Steep parallax code, for future use\r
+       if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {\r
+               const float numSteps = 40.0;\r
+               float height = 1.0;\r
+               float step = 1.0 / numSteps;\r
+               vec4 NB = texture2D(normalTexture, uv);\r
+               vec2 delta = tsEye * parallaxMappingScale / numSteps;\r
+               for (float i = 0.0; i < numSteps; i++) {\r
+               if (NB.a < height) {\r
+                       height -= step;\r
+                       uv += delta;\r
+                       NB = texture2D(normalTexture, uv);\r
+               } else {\r
+                       break;\r
+               }\r
+               }\r
+       }\r
+*/\r
+\r
+       if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {\r
+               vec3 base = texture2D(baseTexture, uv).rgb;\r
+               vec3 vVec = normalize(eyeVec);\r
+               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
+               vec3 R = reflect(-vVec, bump);\r
+               vec3 lVec = normalize(vVec);\r
+               float diffuse = max(dot(lVec, bump), 0.0);\r
+               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
+               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
+       } else {\r
+               color = texture2D(baseTexture, uv).rgb;\r
+       }\r
+\r
+       float alpha = texture2D(baseTexture, uv).a;\r
+       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
+       col *= gl_Color;\r
+       col = col * col; // SRGB -> Linear\r
+       col *= 1.8;\r
+       col.r = 1.0 - exp(1.0 - col.r) / e;\r
+       col.g = 1.0 - exp(1.0 - col.g) / e;\r
+       col.b = 1.0 - exp(1.0 - col.b) / e;\r
+       col = sqrt(col); // Linear -> SRGB\r
+       if(fogDistance != 0.0){\r
+               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
+               col = mix(col, skyBgColor, d);\r
+       }\r
+    gl_FragColor = vec4(col.r, col.g, col.b, alpha);   \r
+}\r
diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl
new file mode 100644 (file)
index 0000000..c26fdd3
--- /dev/null
@@ -0,0 +1,99 @@
+#version 120\r
+\r
+uniform mat4 mWorldViewProj;\r
+uniform mat4 mInvWorld;\r
+uniform mat4 mTransWorld;\r
+uniform float dayNightRatio;\r
+\r
+uniform vec3 eyePosition;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 eyeVec;\r
+varying vec3 tsEyeVec;\r
+\r
+void main(void)\r
+{\r
+       gl_Position = mWorldViewProj * gl_Vertex;\r
+       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
+\r
+       vec3 normal,tangent,binormal; \r
+       normal = normalize(gl_NormalMatrix * gl_Normal);\r
+\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
+       \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
+       eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+       tsEyeVec = normalize(eyeVec * tbnMatrix);\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 *= 0.7;\r
+       color = sqrt(color); // Linear -> SRGB\r
+\r
+       color.a = gl_Color.a;\r
+\r
+       gl_FrontColor = gl_BackColor = color;\r
+\r
+       gl_TexCoord[0] = gl_MultiTexCoord0;\r
+\r
+}\r
diff --git a/client/shaders/test_shader_1/base.txt b/client/shaders/test_shader_1/base.txt
deleted file mode 100644 (file)
index 080df30..0000000
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach_ref
diff --git a/client/shaders/test_shader_1/opengl_fragment.glsl b/client/shaders/test_shader_1/opengl_fragment.glsl
deleted file mode 100644 (file)
index ebf943c..0000000
+++ /dev/null
@@ -1,25 +0,0 @@
-\r
-uniform sampler2D myTexture;\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-\r
-varying vec3 vPosition;\r
-\r
-void main (void)\r
-{\r
-    //vec4 col = vec4(1.0, 0.0, 0.0, 1.0);\r
-    vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));\r
-       float a = col.a;\r
-    col *= gl_Color;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);\r
-       col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);\r
-       col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               col = mix(col, skyBgColor, d);\r
-       }\r
-    gl_FragColor = vec4(col.r, col.g, col.b, a);\r
-}\r
diff --git a/client/shaders/test_shader_1/opengl_vertex.glsl b/client/shaders/test_shader_1/opengl_vertex.glsl
deleted file mode 100644 (file)
index 3cf1f12..0000000
+++ /dev/null
@@ -1,58 +0,0 @@
-\r
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform float dayNightRatio;\r
-\r
-varying vec3 vPosition;\r
-\r
-void main(void)\r
-{\r
-       gl_Position = mWorldViewProj * gl_Vertex;\r
-\r
-       vPosition = (mWorldViewProj * 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 * 1.0; // 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 = rg;\r
-       color.g = rg;\r
-       color.b = b;\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 *= 0.7;\r
-       color = sqrt(color); // Linear -> SRGB\r
-\r
-       color.a = gl_Color.a;\r
-\r
-       gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-}\r
diff --git a/client/shaders/test_shader_2/base.txt b/client/shaders/test_shader_2/base.txt
deleted file mode 100644 (file)
index 1c26471..0000000
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach
diff --git a/client/shaders/test_shader_2/opengl_fragment.glsl b/client/shaders/test_shader_2/opengl_fragment.glsl
deleted file mode 100644 (file)
index 38bc943..0000000
+++ /dev/null
@@ -1,23 +0,0 @@
-\r
-uniform sampler2D myTexture;\r
-uniform float fogDistance;\r
-\r
-varying vec3 vPosition;\r
-\r
-void main (void)\r
-{\r
-    vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));\r
-    col *= gl_Color;\r
-       float a = gl_Color.a;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);\r
-       col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);\r
-       col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               a = mix(a, 0.0, d);\r
-       }\r
-       gl_FragColor = vec4(col.r, col.g, col.b, a);\r
-}\r
diff --git a/client/shaders/test_shader_2/opengl_vertex.glsl b/client/shaders/test_shader_2/opengl_vertex.glsl
deleted file mode 100644 (file)
index 2881bad..0000000
+++ /dev/null
@@ -1,51 +0,0 @@
-\r
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform float dayNightRatio;\r
-\r
-varying vec3 vPosition;\r
-\r
-void main(void)\r
-{\r
-       gl_Position = mWorldViewProj * gl_Vertex;\r
-\r
-       vPosition = (mWorldViewProj * 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 * 1.0; // 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 = rg;\r
-       color.g = rg;\r
-       color.b = b;\r
-\r
-       color.a = gl_Color.a;\r
-\r
-       gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-}\r
diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt
deleted file mode 100644 (file)
index 1c26471..0000000
+++ /dev/null
@@ -1 +0,0 @@
-trans_alphach
diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl
deleted file mode 100644 (file)
index 535774c..0000000
+++ /dev/null
@@ -1,25 +0,0 @@
-\r
-uniform sampler2D myTexture;\r
-uniform float fogDistance;\r
-\r
-varying vec3 vPosition;\r
-\r
-void main (void)\r
-{\r
-       vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));\r
-       col *= gl_Color;\r
-       float a = col.a;
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / exp(1.0);\r
-       col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);\r
-       col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
-       col = sqrt(col); // Linear -> SRGB
-
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               a = mix(a, 0.0, d);\r
-       }
-\r
-       gl_FragColor = vec4(col.r, col.g, col.b, a);\r
-}\r
diff --git a/client/shaders/test_shader_3/opengl_vertex.glsl b/client/shaders/test_shader_3/opengl_vertex.glsl
deleted file mode 100644 (file)
index 2881bad..0000000
+++ /dev/null
@@ -1,51 +0,0 @@
-\r
-uniform mat4 mWorldViewProj;\r
-uniform mat4 mInvWorld;\r
-uniform mat4 mTransWorld;\r
-uniform float dayNightRatio;\r
-\r
-varying vec3 vPosition;\r
-\r
-void main(void)\r
-{\r
-       gl_Position = mWorldViewProj * gl_Vertex;\r
-\r
-       vPosition = (mWorldViewProj * 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 * 1.0; // 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 = rg;\r
-       color.g = rg;\r
-       color.b = b;\r
-\r
-       color.a = gl_Color.a;\r
-\r
-       gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-}\r
index 69ed31a64e7bb28c2e858a66cc7809d6f423604e..46a9e8cfce0caad8635527b709a3e32bffbdd096 100644 (file)
 #enable_shaders = true
 # Set to true to enable textures bumpmapping. Requires shaders enabled.
 #enable_bumpmapping = false
+# Set to true enables parallax occlusion mapping. Requires shaders enabled.
+#enable_parallax_occlusion = false
+# Scale of parallax occlusion effect
+#parallax_mapping_scale = 0.08
+# Bias of parallax occlusion effect, usually scale/2
+#parallax_mapping_scale = 0.04
+# Set to true enables waving water. Requires shaders enabled.
+#enable_waving_water = false
+# Parameters for waving water:
+#water_wave_height = 1.0
+#water_wave_length = 20.0
+#water_wave_speed = 5.0
+# Set to true enables waving leaves. Requires shaders enabled.
+#enable_waving_leaves = false
+# Set to true enables waving plants. Requires shaders enabled.
+#enable_waving_plants = false
 # The time in seconds it takes between repeated
 # right clicks when holding the right mouse button
 #repeat_rightclick_time = 0.25
index df7570b335fd6f45272f444905c5ae46b55dccf8..68350bec02a409693b9ca558aa59143a4b810b16 100644 (file)
@@ -126,6 +126,15 @@ void set_default_settings(Settings *settings)
        settings->setDefault("trilinear_filter", "false");
        settings->setDefault("preload_item_visuals", "true");
        settings->setDefault("enable_bumpmapping", "false");
+       settings->setDefault("enable_parallax_occlusion", "false");
+       settings->setDefault("parallax_occlusion_scale", "0.08");
+       settings->setDefault("parallax_occlusion_bias", "0.04");
+       settings->setDefault("enable_waving_water", "false");
+       settings->setDefault("water_wave_height", "1.0");
+       settings->setDefault("water_wave_length", "20.0");
+       settings->setDefault("water_wave_speed", "5.0");
+       settings->setDefault("enable_waving_leaves", "false");
+       settings->setDefault("enable_waving_plants", "false");
        settings->setDefault("enable_shaders", "true");
        settings->setDefault("repeat_rightclick_time", "0.25");
        settings->setDefault("enable_particles", "true");
index 71a578a65b5283b44e7357a746f5fe3359a948d6..22abe4c74737927f46315e226d5d752e32473c3c 100644 (file)
@@ -805,13 +805,64 @@ public:
                float daynight_ratio_f = (float)daynight_ratio / 1000.0;
                services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
                
+               u32 animation_timer = porting::getTimeMs() % 100000;
+               float animation_timer_f = (float)animation_timer / 100000.0;
+               services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
+               services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
+
+               LocalPlayer* player = m_client->getEnv().getLocalPlayer();
+               v3f eye_position = player->getEyePosition(); 
+               services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
+               services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
+
+               float enable_bumpmapping = 0;
+               if (g_settings->getBool("enable_bumpmapping"))
+                       enable_bumpmapping = 1;
+               services->setPixelShaderConstant("enableBumpmapping", &enable_bumpmapping, 1);
+
+               float enable_parallax_occlusion = 0;
+               if  (g_settings->getBool("enable_parallax_occlusion"));{
+                       enable_parallax_occlusion = 1;
+                       float parallax_occlusion_scale = g_settings->getFloat("parallax_occlusion_scale");
+                       services->setPixelShaderConstant("parallaxOcclusionScale", &parallax_occlusion_scale, 1);
+                       float parallax_occlusion_bias = g_settings->getFloat("parallax_occlusion_bias");
+                       services->setPixelShaderConstant("parallaxOcclusionBias", &parallax_occlusion_bias, 1);
+               }
+               services->setPixelShaderConstant("enableParallaxOcclusion", &enable_parallax_occlusion, 1);
+
+               float enable_waving_water = 0;
+               if (g_settings->getBool("enable_waving_water")){
+                       enable_waving_water = 1;
+                       float water_wave_height_f = g_settings->getFloat("water_wave_height");
+                       services->setVertexShaderConstant("waterWaveHeight", &water_wave_height_f, 1);
+                       float water_wave_length_f = g_settings->getFloat("water_wave_length");
+                       services->setVertexShaderConstant("waterWaveLength", &water_wave_length_f, 1);
+                       float water_wave_speed_f = g_settings->getFloat("water_wave_speed");
+                       services->setVertexShaderConstant("waterWaveSpeed", &water_wave_speed_f, 1);
+               }
+               services->setVertexShaderConstant("enableWavingWater", &enable_waving_water, 1);
+
+               float enable_waving_leaves = 0;
+               if (g_settings->getBool("enable_waving_leaves"))
+                       enable_waving_leaves = 1;
+               services->setVertexShaderConstant("enableWavingLeaves", &enable_waving_leaves, 1);
+
+               float enable_waving_plants = 0;
+               if (g_settings->getBool("enable_waving_plants"))
+                       enable_waving_plants = 1;
+               services->setVertexShaderConstant("enableWavingPlants", &enable_waving_plants, 1);
+
+
                // Normal map texture layer
-               int layer = 1;
+               int layer1 = 1;
+               int layer2 = 2;
                // before 1.8 there isn't a "integer interface", only float
 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
-               services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer, 1);
+               services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1);
+               services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1);
 #else
-               services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer, 1);
+               services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1);
+               services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1);
 #endif
        }
 };
index d34d68582a77004b21f07725f6786f44e115e59e..f77a198b5bce1e4c40ea67653262965283a8dd36 100644 (file)
@@ -390,16 +390,18 @@ public:
                        /*
                                Make a mesh from the node
                        */
+                       bool reenable_shaders = false;
+                       if(g_settings->getBool("enable_shaders")){
+                               reenable_shaders = true;
+                               g_settings->setBool("enable_shaders",false);
+                       }
                        MeshMakeData mesh_make_data(gamedef);
                        MapNode mesh_make_node(id, param1, 0);
                        mesh_make_data.fillSingleNode(&mesh_make_node);
                        MapBlockMesh mapblock_mesh(&mesh_make_data);
-
                        scene::IMesh *node_mesh = mapblock_mesh.getMesh();
                        assert(node_mesh);
                        video::SColor c(255, 255, 255, 255);
-                       if(g_settings->getBool("enable_shaders"))
-                               c = MapBlock_LightColor(255, 0xffff, decode_light(f.light_source));
                        setMeshColor(node_mesh, c);
 
                        /*
@@ -455,6 +457,9 @@ public:
 
                        //no way reference count can be smaller than 2 in this place!
                        assert(cc->wield_mesh->getReferenceCount() >= 2);
+
+                       if (reenable_shaders)
+                               g_settings->setBool("enable_shaders",true);
                }
 
                // Put in cache
index 253703ddc82ab58ba21cd6ac3e674c0a3d449117..81aac72d7c4cfe81eb8730444688a8fa9228d1db 100644 (file)
@@ -1112,18 +1112,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
        bool enable_shaders     = g_settings->getBool("enable_shaders");
        bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
 
-       video::E_MATERIAL_TYPE  shadermat1, shadermat2, shadermat3, bumpmaps1, bumpmaps2;
-       shadermat1 = shadermat2 = shadermat3 = bumpmaps1 = bumpmaps2 = video::EMT_SOLID;
+       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("test_shader_1").material;
-               shadermat2 = shdrsrc->getShader("test_shader_2").material;
-               shadermat3 = shdrsrc->getShader("test_shader_3").material;
-               if (enable_bumpmapping) {
-                       bumpmaps1 = shdrsrc->getShader("bumpmaps_solids").material;
-                       bumpmaps2 = shdrsrc->getShader("bumpmaps_liquids").material;
-               }
+               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++)
@@ -1204,22 +1204,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                material.setFlag(video::EMF_FOG_ENABLE, true);
                //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
                //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-               material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+               //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
                material.setTexture(0, p.tile.texture);
-       
+
                if (enable_shaders) {
-                       video::E_MATERIAL_TYPE smat1 = shadermat1;
-                       video::E_MATERIAL_TYPE smat2 = shadermat2;
-                       video::E_MATERIAL_TYPE smat3 = shadermat3;
-                       
+                       ITextureSource *tsrc = data->m_gamedef->tsrc();
+                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
                        if (enable_bumpmapping) {
-                               ITextureSource *tsrc = data->m_gamedef->tsrc();
                                std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
-
                                std::string normal_ext = "_normal.png";
                                size_t pos = fname_base.find(".");
                                std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
-                               
+
                                if (tsrc->isKnownSourceImage(fname_normal)) {
                                        // look for image extension and replace it 
                                        size_t i = 0;
@@ -1227,19 +1223,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                                                fname_base.replace(i, 4, normal_ext);
                                                i += normal_ext.length();
                                        }
-                                       
                                        material.setTexture(1, tsrc->getTexture(fname_base));
-                                       
-                                       smat1 = bumpmaps1;
-                                       smat2 = bumpmaps2;
+                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
                                }
                        }
-                       
-                       p.tile.applyMaterialOptionsWithShaders(material, smat1, smat2, smat3);
+                       p.tile.applyMaterialOptionsWithShaders(material,
+                               shadermat1, shadermat2, shadermat3, shadermat4, shadermat5);
                } else {
                        p.tile.applyMaterialOptions(material);
                }
-
                // Create meshbuffer
 
                // This is a "Standard MeshBuffer",
@@ -1369,18 +1361,21 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                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)
                        {
-                               std::string basename,normal;
-                               basename = tsrc->getTextureName(tile.texture_id);
+                               std::string fname_base,fname_normal;
+                               fname_base = tsrc->getTextureName(tile.texture_id);
                                unsigned pos;
-                               pos = basename.find(".");
-                               normal = basename.substr (0, pos);
-                               normal += "_normal.png";
-                               os.str("");
-                               os<<normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
-                               if (tsrc->isKnownSourceImage(normal))
+                               pos = fname_base.find(".");
+                               fname_normal = fname_base.substr (0, pos);
+                               fname_normal += "_normal.png";
+                               if (tsrc->isKnownSourceImage(fname_normal)){
+                                       os.str("");
+                                       os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
                                        buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
+                                       buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+                               }
                        }
        }
 
index d13d0653daeed31f7aa23053f971078b167b89a9..2b6de0461b14e505918d050b66152722b84bf1ee 100644 (file)
@@ -225,6 +225,7 @@ void ContentFeatures::reset()
        damage_per_second = 0;
        node_box = NodeBox();
        selection_box = NodeBox();
+       waving = 0;
        legacy_facedir_simple = false;
        legacy_wallmounted = false;
        sound_footstep = SimpleSoundSpec();
@@ -292,6 +293,7 @@ void ContentFeatures::serialize(std::ostream &os, u16 protocol_version)
        writeU8(os, liquid_range);
        // Stuff below should be moved to correct place in a version that otherwise changes
        // the protocol version
+       writeU8(os, waving);
 }
 
 void ContentFeatures::deSerialize(std::istream &is)
@@ -359,6 +361,7 @@ void ContentFeatures::deSerialize(std::istream &is)
        try{
                // Stuff below should be moved to correct place in a version that
                // otherwise changes the protocol version
+       waving = readU8(is);
        }catch(SerializationError &e) {};
 }
 
@@ -618,6 +621,9 @@ public:
                        }
 
                        bool is_liquid = false;
+                       u8 material_type;
+                       material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
+
                        switch(f->drawtype){
                        default:
                        case NDT_NORMAL:
@@ -669,10 +675,14 @@ public:
                                                tiledef[i].name += std::string("^[noalpha");
                                        }
                                }
+                               if (f->waving == 1)
+                                       material_type = TILE_MATERIAL_LEAVES;
                                break;
                        case NDT_PLANTLIKE:
                                f->solidness = 0;
                                f->backface_culling = false;
+                               if (f->waving == 1)
+                                       material_type = TILE_MATERIAL_PLANTS;
                                break;
                        case NDT_TORCHLIKE:
                        case NDT_SIGNLIKE:
@@ -683,11 +693,8 @@ public:
                                break;
                        }
 
-                       u8 material_type;
                        if (is_liquid)
                                material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT;
-                       else
-                               material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA;
 
                        // Tiles (fill in f->tiles[])
                        for(u16 j=0; j<6; j++){
index c0322d9199d18d7048dde3ed993b97f023e8606b..d4cd66f80eddf3e9c5c7b07b23eec8fb00e9f7d2 100644 (file)
@@ -234,6 +234,8 @@ struct ContentFeatures
        u32 damage_per_second;
        NodeBox node_box;
        NodeBox selection_box;
+       // Used for waving leaves/plants
+       u8 waving;
        // Compatibility with old maps
        // Set to true if paramtype used to be 'facedir_simple'
        bool legacy_facedir_simple;
index fd98e948028e6ca4dffd351238970f3465933dc8..d5847904200f826bf8c9008a3e01e8ff9022dd66 100644 (file)
@@ -428,6 +428,9 @@ ContentFeatures read_content_features(lua_State *L, int index)
                f.selection_box = read_nodebox(L, -1);
        lua_pop(L, 1);
 
+       f.waving = getintfield_default(L, index,
+                       "waving", f.waving);
+
        // Set to true if paramtype used to be 'facedir_simple'
        getboolfield(L, index, "legacy_facedir_simple", f.legacy_facedir_simple);
        // Set to true if wall_mounted used to be set to true
index 90e180a48283e91f2b3b17e4690e22b7c82037cf..b748c092ea9ef0c21c6784fb678d7badfe55fa37 100644 (file)
@@ -136,6 +136,8 @@ enum MaterialType{
        TILE_MATERIAL_ALPHA,
        TILE_MATERIAL_LIQUID_TRANSPARENT,
        TILE_MATERIAL_LIQUID_OPAQUE,
+       TILE_MATERIAL_LEAVES,
+       TILE_MATERIAL_PLANTS
 };
 
 // Material flags
@@ -204,13 +206,21 @@ struct TileSpec
                case TILE_MATERIAL_LIQUID_OPAQUE:
                        material.MaterialType = video::EMT_SOLID;
                        break;
+               case TILE_MATERIAL_LEAVES:
+                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       break;
+               case TILE_MATERIAL_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
+                       const video::E_MATERIAL_TYPE &alpha,
+                       const video::E_MATERIAL_TYPE &leaves,
+                       const video::E_MATERIAL_TYPE &plants) const
        {
                switch(material_type){
                case TILE_MATERIAL_BASIC:
@@ -225,6 +235,12 @@ struct TileSpec
                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;
        }
diff --git a/textures/base/pack/disable_img.png b/textures/base/pack/disable_img.png
new file mode 100644 (file)
index 0000000..4d3a1b4
Binary files /dev/null and b/textures/base/pack/disable_img.png differ
diff --git a/textures/base/pack/enable_img.png b/textures/base/pack/enable_img.png
new file mode 100644 (file)
index 0000000..e07f4e9
Binary files /dev/null and b/textures/base/pack/enable_img.png differ