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			276 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			276 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 mWorld;
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| // Color of the light emitted by the sun.
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| uniform vec3 dayLight;
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| 
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| // The cameraOffset is the current center of the visible world.
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| uniform highp vec3 cameraOffset;
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| uniform float animationTimer;
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| 
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| varying vec3 vNormal;
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| varying vec3 vPosition;
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| // World position in the visible world (i.e. relative to the cameraOffset.)
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| // This can be used for many shader effects without loss of precision.
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| // If the absolute position is required it can be calculated with
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| // cameraOffset + worldPosition (for large coordinates the limits of float
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| // precision must be considered).
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| varying vec3 worldPosition;
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| varying lowp vec4 varColor;
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| // The centroid keyword ensures that after interpolation the texture coordinates
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| // lie within the same bounds when MSAA is en- and disabled.
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| // This fixes the stripes problem with nearest-neighbor textures and MSAA.
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| #ifdef GL_ES
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| varying mediump vec2 varTexCoord;
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| #else
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| centroid varying vec2 varTexCoord;
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| #endif
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| #ifdef ENABLE_DYNAMIC_SHADOWS
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| 	// shadow uniforms
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| 	uniform vec3 v_LightDirection;
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| 	uniform float f_textureresolution;
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| 	uniform mat4 m_ShadowViewProj;
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| 	uniform float f_shadowfar;
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| 	uniform float f_shadow_strength;
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| 	uniform float f_timeofday;
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| 	uniform vec4 CameraPos;
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| 
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| 	varying float cosLight;
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| 	varying float normalOffsetScale;
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| 	varying float adj_shadow_strength;
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| 	varying float f_normal_length;
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| 	varying vec3 shadow_position;
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| 	varying float perspective_factor;
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| #endif
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| 
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| varying float area_enable_parallax;
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| 
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| varying highp vec3 eyeVec;
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| varying float nightRatio;
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| // Color of the light emitted by the light sources.
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| const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
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| const float e = 2.718281828459;
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| const float BS = 10.0;
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| uniform float xyPerspectiveBias0;
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| uniform float xyPerspectiveBias1;
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| uniform float zPerspectiveBias;
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| 
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| #ifdef ENABLE_DYNAMIC_SHADOWS
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| 
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| vec4 getRelativePosition(in vec4 position)
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| {
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| 	vec2 l = position.xy - CameraPos.xy;
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| 	vec2 s = l / abs(l);
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| 	s = (1.0 - s * CameraPos.xy);
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| 	l /= s;
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| 	return vec4(l, s);
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| }
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| 
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| float getPerspectiveFactor(in vec4 relativePosition)
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| {
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| 	float pDistance = length(relativePosition.xy);
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| 	float pFactor = pDistance * xyPerspectiveBias0 + xyPerspectiveBias1;
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| 	return pFactor;
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| }
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| 
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| vec4 applyPerspectiveDistortion(in vec4 position)
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| {
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| 	vec4 l = getRelativePosition(position);
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| 	float pFactor = getPerspectiveFactor(l);
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| 	l.xy /= pFactor;
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| 	position.xy = l.xy * l.zw + CameraPos.xy;
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| 	position.z *= zPerspectiveBias;
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| 	return position;
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| }
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| 
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| // custom smoothstep implementation because it's not defined in glsl1.2
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| // https://docs.gl/sl4/smoothstep
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| float mtsmoothstep(in float edge0, in float edge1, in float x)
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| {
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| 	float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
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| 	return t * t * (3.0 - 2.0 * t);
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| }
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| #endif
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| 
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| 
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| float smoothCurve(float x)
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| {
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| 	return x * x * (3.0 - 2.0 * x);
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| }
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| 
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| 
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| float triangleWave(float x)
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| {
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| 	return abs(fract(x + 0.5) * 2.0 - 1.0);
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| }
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| 
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| 
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| float smoothTriangleWave(float x)
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| {
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| 	return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
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| }
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| 
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| // OpenGL < 4.3 does not support continued preprocessor lines
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| #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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| 
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| //
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| // Simple, fast noise function.
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| // See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
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| //
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| vec4 perm(vec4 x)
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| {
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| 	return mod(((x * 34.0) + 1.0) * x, 289.0);
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| }
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| 
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| float snoise(vec3 p)
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| {
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| 	vec3 a = floor(p);
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| 	vec3 d = p - a;
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| 	d = d * d * (3.0 - 2.0 * d);
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| 
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| 	vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
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| 	vec4 k1 = perm(b.xyxy);
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| 	vec4 k2 = perm(k1.xyxy + b.zzww);
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| 
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| 	vec4 c = k2 + a.zzzz;
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| 	vec4 k3 = perm(c);
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| 	vec4 k4 = perm(c + 1.0);
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| 
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| 	vec4 o1 = fract(k3 * (1.0 / 41.0));
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| 	vec4 o2 = fract(k4 * (1.0 / 41.0));
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| 
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| 	vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
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| 	vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
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| 
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| 	return o4.y * d.y + o4.x * (1.0 - d.y);
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| }
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| 
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| #endif
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| 
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| 
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| 
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| 
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| void main(void)
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| {
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| 	varTexCoord = inTexCoord0.st;
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| 
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| 	float disp_x;
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| 	float disp_z;
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| // OpenGL < 4.3 does not support continued preprocessor lines
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| #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
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| 	vec4 pos2 = mWorld * inVertexPosition;
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| 	float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
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| 	disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
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| 		smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
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| 	disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
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| 		smoothTriangleWave(animationTimer * 29.0 + tOffset) +
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| 		smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
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| #endif
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| 
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| 	vec4 pos = inVertexPosition;
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| // OpenGL < 4.3 does not support continued preprocessor lines
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| #if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
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| 	// Generate waves with Perlin-type noise.
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| 	// The constants are calibrated such that they roughly
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| 	// correspond to the old sine waves.
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| 	vec3 wavePos = (mWorld * pos).xyz + cameraOffset;
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| 	// The waves are slightly compressed along the z-axis to get
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| 	// wave-fronts along the x-axis.
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| 	wavePos.x /= WATER_WAVE_LENGTH * 3.0;
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| 	wavePos.z /= WATER_WAVE_LENGTH * 2.0;
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| 	wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
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| 	pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
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| #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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| 	pos.x += disp_x;
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| 	pos.y += disp_z * 0.1;
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| 	pos.z += disp_z;
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| #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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| 	if (varTexCoord.y < 0.05) {
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| 		pos.x += disp_x;
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| 		pos.z += disp_z;
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| 	}
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| #endif
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| 	worldPosition = (mWorld * pos).xyz;
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| 	gl_Position = mWorldViewProj * pos;
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| 
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| 	vPosition = gl_Position.xyz;
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| 	eyeVec = -(mWorldView * pos).xyz;
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| #ifdef SECONDSTAGE
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| 	normalPass = normalize((inVertexNormal+1)/2);
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| #endif
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| 	vNormal = inVertexNormal;
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| 
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| 	// Calculate color.
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| 	// Red, green and blue components are pre-multiplied with
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| 	// the brightness, so now we have to multiply these
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| 	// colors with the color of the incoming light.
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| 	// The pre-baked colors are halved to prevent overflow.
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| #ifdef GL_ES
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| 	vec4 color = inVertexColor.bgra;
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| #else
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| 	vec4 color = inVertexColor;
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| #endif
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| 	// The alpha gives the ratio of sunlight in the incoming light.
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| 	nightRatio = 1.0 - color.a;
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| 	color.rgb = color.rgb * (color.a * dayLight.rgb +
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| 		nightRatio * artificialLight.rgb) * 2.0;
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| 	color.a = 1.0;
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| 
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| 	// Emphase blue a bit in darker places
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| 	// See C++ implementation in mapblock_mesh.cpp final_color_blend()
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| 	float brightness = (color.r + color.g + color.b) / 3.0;
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| 	color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
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| 		0.07 * brightness);
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| 
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| 	varColor = clamp(color, 0.0, 1.0);
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| 
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| #ifdef ENABLE_DYNAMIC_SHADOWS
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| 	if (f_shadow_strength > 0.0) {
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| #if MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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| 		// The shadow shaders don't apply waving when creating the shadow-map.
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| 		// We are using the not waved inVertexPosition to avoid ugly self-shadowing.
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| 		vec4 shadow_pos = inVertexPosition;
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| #else
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| 		vec4 shadow_pos = pos;
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| #endif
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| 		vec3 nNormal;
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| 		f_normal_length = length(vNormal);
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| 
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| 		/* normalOffsetScale is in world coordinates (1/10th of a meter)
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| 		   z_bias is in light space coordinates */
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| 		float normalOffsetScale, z_bias;
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| 		float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
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| 		if (f_normal_length > 0.0) {
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| 			nNormal = normalize(vNormal);
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| 			cosLight = max(1e-5, dot(nNormal, -v_LightDirection));
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| 			float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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| 			normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
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| 					xyPerspectiveBias1 / f_textureresolution;
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| 			z_bias = 1.0 * sinLight / cosLight;
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| 		}
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| 		else {
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| 			nNormal = vec3(0.0);
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| 			cosLight = clamp(dot(v_LightDirection, normalize(vec3(v_LightDirection.x, 0.0, v_LightDirection.z))), 1e-2, 1.0);
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| 			float sinLight = pow(1.0 - pow(cosLight, 2.0), 0.5);
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| 			normalOffsetScale = 0.0;
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| 			z_bias = 3.6e3 * sinLight / cosLight;
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| 		}
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| 		z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
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| 
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| 		shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (shadow_pos + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
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| 		shadow_position.z -= z_bias;
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| 		perspective_factor = pFactor;
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| 
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| 		if (f_timeofday < 0.2) {
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| 			adj_shadow_strength = f_shadow_strength * 0.5 *
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| 				(1.0 - mtsmoothstep(0.18, 0.2, f_timeofday));
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| 		} else if (f_timeofday >= 0.8) {
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| 			adj_shadow_strength = f_shadow_strength * 0.5 *
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| 				mtsmoothstep(0.8, 0.83, f_timeofday);
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| 		} else {
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| 			adj_shadow_strength = f_shadow_strength *
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| 				mtsmoothstep(0.20, 0.25, f_timeofday) *
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| 				(1.0 - mtsmoothstep(0.7, 0.8, f_timeofday));
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| 		}
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| 	}
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| #endif
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| }
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