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			104 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 mWorld;
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| 
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| uniform vec3 eyePosition;
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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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| varying vec3 worldPosition;
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| varying lowp vec4 varColor;
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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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| 
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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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| 	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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| #endif
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| 
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| varying vec3 eyeVec;
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| varying float vIDiff;
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| 
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| const float e = 2.718281828459;
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| const float BS = 10.0;
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| 
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| #ifdef ENABLE_DYNAMIC_SHADOWS
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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 directional_ambient(vec3 normal)
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| {
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| 	vec3 v = normal * normal;
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| 
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| 	if (normal.y < 0.0)
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| 		return dot(v, vec3(0.670820, 0.447213, 0.836660));
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| 
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| 	return dot(v, vec3(0.670820, 1.000000, 0.836660));
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| }
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| 
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| void main(void)
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| {
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| 	varTexCoord = (mTexture * inTexCoord0).st;
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| 	gl_Position = mWorldViewProj * inVertexPosition;
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| 
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| 	vPosition = gl_Position.xyz;
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| 	vNormal = inVertexNormal;
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| 	worldPosition = (mWorld * inVertexPosition).xyz;
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| 	eyeVec = -(mWorldView * inVertexPosition).xyz;
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| 
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| #if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
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| 	vIDiff = 1.0;
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| #else
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| 	// This is intentional comparison with zero without any margin.
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| 	// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
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| 	vIDiff = length(inVertexNormal) == 0.0
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| 		? 1.0
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| 		: directional_ambient(normalize(inVertexNormal));
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| #endif
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| 
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| #ifdef GL_ES
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| 	varColor = inVertexColor.bgra;
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| #else
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| 	varColor = inVertexColor;
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| #endif
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| 
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| #ifdef ENABLE_DYNAMIC_SHADOWS
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| 
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| 	cosLight = max(0.0, dot(vNormal, -v_LightDirection));
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| 	float texelSize = 0.51;
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| 	float slopeScale = clamp(1.0 - cosLight, 0.0, 1.0);
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| 	normalOffsetScale = texelSize * slopeScale;
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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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| 	f_normal_length = length(vNormal);
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| 
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| #endif
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| }
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