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			94 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			94 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 mWorldViewProj;
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| uniform mat4 mInvWorld;
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| uniform mat4 mTransWorld;
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| uniform mat4 mWorld;
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| 
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| uniform float dayNightRatio;
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| uniform float animationTimer;
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| 
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| uniform vec3 eyePosition;
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| 
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| varying vec3 vPosition;
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| varying vec3 worldPosition;
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| 
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| varying vec3 eyeVec;
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| varying vec3 lightVec;
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| 
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| const float BS = 10.0;
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| 
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| #ifdef ENABLE_WAVING_PLANTS
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| float smoothCurve( float x ) {
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|   return x * x *( 3.0 - 2.0 * x );
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| }
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| float triangleWave( float x ) {
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|   return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
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| }
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| float smoothTriangleWave( float x ) {
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|   return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
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| }
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| #endif
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| 
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| void main(void)
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| {
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| 	gl_TexCoord[0] = gl_MultiTexCoord0;
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| 
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| #ifdef ENABLE_WAVING_PLANTS
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| 	vec4 pos = gl_Vertex;
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| 	vec4 pos2 = mWorld * gl_Vertex;
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| 	if (gl_TexCoord[0].y < 0.05) {
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| 		pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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| 		pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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| 	}
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| 	gl_Position = mWorldViewProj * pos;
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| #else
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| 	gl_Position = mWorldViewProj * gl_Vertex;
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| #endif
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| 
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| 	vPosition = gl_Position.xyz;
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| 	worldPosition = (mWorld * gl_Vertex).xyz;
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| 	vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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| 
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| 	lightVec = sunPosition - worldPosition;
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| 	eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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| 	
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| 	vec4 color;
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| 	//color = vec4(1.0, 1.0, 1.0, 1.0);
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| 
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| 	float day = gl_Color.r;
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| 	float night = gl_Color.g;
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| 	float light_source = gl_Color.b;
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| 
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| 	/*color.r = mix(night, day, dayNightRatio);
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| 	color.g = color.r;
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| 	color.b = color.r;*/
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| 
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| 	float rg = mix(night, day, dayNightRatio);
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| 	rg += light_source * 2.5; // Make light sources brighter
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| 	float b = rg;
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| 
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| 	// Moonlight is blue
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| 	b += (day - night) / 13.0;
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| 	rg -= (day - night) / 13.0;
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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 finalColorBlend()
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| 	b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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| 
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| 	// Artificial light is yellow-ish
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| 	// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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| 	rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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| 
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| 	color.r = clamp(rg,0.0,1.0);
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| 	color.g = clamp(rg,0.0,1.0);
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| 	color.b = clamp(b,0.0,1.0);
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| 
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| 	// Make sides and bottom darker than the top
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| 	color = color * color; // SRGB -> Linear
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| 	if(gl_Normal.y <= 0.5)
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| 		color *= 0.6;
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| 	color = sqrt(color); // Linear -> SRGB
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| 	color.a = gl_Color.a;
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| 
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| 	gl_FrontColor = gl_BackColor = color;
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| }
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