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			99 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| 
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| uniform mat4 mWorldViewProj;
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| uniform mat4 mInvWorld;
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| uniform mat4 mTransWorld;
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| uniform float dayNightRatio;
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| 
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| varying vec3 vPosition;
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| varying vec3 viewVec;
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| 
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| void main(void)
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| {
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| 	gl_Position = mWorldViewProj * gl_Vertex;
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| 
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| 	vPosition = (mWorldViewProj * gl_Vertex).xyz;
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| 	
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| 	vec3 tangent; 
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| 	vec3 binormal; 
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| 
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| 	vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) ); 
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| 	vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) ); 
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| 
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| 	if( length(c1)>length(c2) )
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| 	{
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| 		tangent = c1;	
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| 	}
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| 	else
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| 	{
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| 		tangent = c2;	
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| 	}
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| 
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| 	tangent = normalize(tangent);
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| 
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| //binormal = cross(gl_Normal, tangent); 
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| //binormal = normalize(binormal);
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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 * 1.5; // 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 = rg;
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| 	color.g = rg;
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| 	color.b = b;
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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 *= 0.7;
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| 	color = sqrt(color); // Linear -> SRGB
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| 
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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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| 	gl_TexCoord[0] = gl_MultiTexCoord0;
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| 	
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| 	vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
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| 	vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
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| 	//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
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| 	//vec3 b1 = cross(n1, t1);
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| 
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| 	vec3 v;
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| 	vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
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| 	vec3 vVec = -vVertex;
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| 	//v.x = dot(vVec, t1);
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| 	//v.y = dot(vVec, b1);
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| 	//v.z = dot(vVec, n1);
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| 	//viewVec = vVec;
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| 	viewVec = normalize(vec3(0.0, -0.4, 0.5));
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| 	//Vector representing the 0th texture coordinate passed to fragment shader
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| //gl_TexCoord[0] = vec2(gl_MultiTexCoord0);
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| 
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| // Transform the current vertex
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| //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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| }
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