mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-11-04 09:15:29 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			164 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			164 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
uniform mat4 mWorld;
 | 
						|
 | 
						|
// Color of the light emitted by the sun.
 | 
						|
uniform vec3 dayLight;
 | 
						|
uniform vec3 eyePosition;
 | 
						|
 | 
						|
// The cameraOffset is the current center of the visible world.
 | 
						|
uniform vec3 cameraOffset;
 | 
						|
uniform float animationTimer;
 | 
						|
 | 
						|
varying vec3 vPosition;
 | 
						|
// World position in the visible world (i.e. relative to the cameraOffset.)
 | 
						|
// This can be used for many shader effects without loss of precision.
 | 
						|
// If the absolute position is required it can be calculated with
 | 
						|
// cameraOffset + worldPosition (for large coordinates the limits of float
 | 
						|
// precision must be considered).
 | 
						|
varying vec3 worldPosition;
 | 
						|
varying lowp vec4 varColor;
 | 
						|
// The centroid keyword ensures that after interpolation the texture coordinates
 | 
						|
// lie within the same bounds when MSAA is en- and disabled.
 | 
						|
// This fixes the stripes problem with nearest-neighbour textures and MSAA.
 | 
						|
#ifdef GL_ES
 | 
						|
varying mediump vec2 varTexCoord;
 | 
						|
#else
 | 
						|
centroid varying vec2 varTexCoord;
 | 
						|
#endif
 | 
						|
varying vec3 eyeVec;
 | 
						|
 | 
						|
// Color of the light emitted by the light sources.
 | 
						|
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
 | 
						|
const float e = 2.718281828459;
 | 
						|
const float BS = 10.0;
 | 
						|
 | 
						|
 | 
						|
float smoothCurve(float x)
 | 
						|
{
 | 
						|
	return x * x * (3.0 - 2.0 * x);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
float triangleWave(float x)
 | 
						|
{
 | 
						|
	return abs(fract(x + 0.5) * 2.0 - 1.0);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
float smoothTriangleWave(float x)
 | 
						|
{
 | 
						|
	return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
 | 
						|
}
 | 
						|
 | 
						|
// OpenGL < 4.3 does not support continued preprocessor lines
 | 
						|
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
 | 
						|
 | 
						|
//
 | 
						|
// Simple, fast noise function.
 | 
						|
// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
 | 
						|
//
 | 
						|
vec4 perm(vec4 x)
 | 
						|
{
 | 
						|
	return mod(((x * 34.0) + 1.0) * x, 289.0);
 | 
						|
}
 | 
						|
 | 
						|
float snoise(vec3 p)
 | 
						|
{
 | 
						|
	vec3 a = floor(p);
 | 
						|
	vec3 d = p - a;
 | 
						|
	d = d * d * (3.0 - 2.0 * d);
 | 
						|
 | 
						|
	vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
 | 
						|
	vec4 k1 = perm(b.xyxy);
 | 
						|
	vec4 k2 = perm(k1.xyxy + b.zzww);
 | 
						|
 | 
						|
	vec4 c = k2 + a.zzzz;
 | 
						|
	vec4 k3 = perm(c);
 | 
						|
	vec4 k4 = perm(c + 1.0);
 | 
						|
 | 
						|
	vec4 o1 = fract(k3 * (1.0 / 41.0));
 | 
						|
	vec4 o2 = fract(k4 * (1.0 / 41.0));
 | 
						|
 | 
						|
	vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
 | 
						|
	vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
 | 
						|
 | 
						|
	return o4.y * d.y + o4.x * (1.0 - d.y);
 | 
						|
}
 | 
						|
 | 
						|
#endif
 | 
						|
 | 
						|
void main(void)
 | 
						|
{
 | 
						|
	varTexCoord = inTexCoord0.st;
 | 
						|
 | 
						|
	float disp_x;
 | 
						|
	float disp_z;
 | 
						|
// OpenGL < 4.3 does not support continued preprocessor lines
 | 
						|
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
 | 
						|
	vec4 pos2 = mWorld * inVertexPosition;
 | 
						|
	float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
 | 
						|
	disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
 | 
						|
		smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
 | 
						|
	disp_z = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
 | 
						|
		smoothTriangleWave(animationTimer * 29.0 + tOffset) +
 | 
						|
		smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
 | 
						|
#endif
 | 
						|
 | 
						|
	worldPosition = (mWorld * inVertexPosition).xyz;
 | 
						|
 | 
						|
// OpenGL < 4.3 does not support continued preprocessor lines
 | 
						|
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
 | 
						|
	// Generate waves with Perlin-type noise.
 | 
						|
	// The constants are calibrated such that they roughly
 | 
						|
	// correspond to the old sine waves.
 | 
						|
	vec4 pos = inVertexPosition;
 | 
						|
	vec3 wavePos = worldPosition + cameraOffset;
 | 
						|
	// The waves are slightly compressed along the z-axis to get
 | 
						|
	// wave-fronts along the x-axis.
 | 
						|
	wavePos.x /= WATER_WAVE_LENGTH * 3.0;
 | 
						|
	wavePos.z /= WATER_WAVE_LENGTH * 2.0;
 | 
						|
	wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
 | 
						|
	pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
 | 
						|
	gl_Position = mWorldViewProj * pos;
 | 
						|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
 | 
						|
	vec4 pos = inVertexPosition;
 | 
						|
	pos.x += disp_x;
 | 
						|
	pos.y += disp_z * 0.1;
 | 
						|
	pos.z += disp_z;
 | 
						|
	gl_Position = mWorldViewProj * pos;
 | 
						|
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
 | 
						|
	vec4 pos = inVertexPosition;
 | 
						|
	if (varTexCoord.y < 0.05) {
 | 
						|
		pos.x += disp_x;
 | 
						|
		pos.z += disp_z;
 | 
						|
	}
 | 
						|
	gl_Position = mWorldViewProj * pos;
 | 
						|
#else
 | 
						|
	gl_Position = mWorldViewProj * inVertexPosition;
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
	vPosition = gl_Position.xyz;
 | 
						|
 | 
						|
	eyeVec = -(mWorldView * inVertexPosition).xyz;
 | 
						|
 | 
						|
	// Calculate color.
 | 
						|
	// Red, green and blue components are pre-multiplied with
 | 
						|
	// the brightness, so now we have to multiply these
 | 
						|
	// colors with the color of the incoming light.
 | 
						|
	// The pre-baked colors are halved to prevent overflow.
 | 
						|
	vec4 color;
 | 
						|
	// The alpha gives the ratio of sunlight in the incoming light.
 | 
						|
	float nightRatio = 1.0 - inVertexColor.a;
 | 
						|
	color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
 | 
						|
		nightRatio * artificialLight.rgb) * 2.0;
 | 
						|
	color.a = 1.0;
 | 
						|
 | 
						|
	// Emphase blue a bit in darker places
 | 
						|
	// See C++ implementation in mapblock_mesh.cpp final_color_blend()
 | 
						|
	float brightness = (color.r + color.g + color.b) / 3.0;
 | 
						|
	color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
 | 
						|
		0.07 * brightness);
 | 
						|
 | 
						|
	varColor = clamp(color, 0.0, 1.0);
 | 
						|
}
 |