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			148 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			4.0 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 vec3 eyePosition;
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| uniform float animationTimer;
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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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| varying vec3 tsEyeVec;
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| varying vec3 tsLightVec;
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| varying float area_enable_parallax;
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| varying float disp;
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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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| 
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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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| 
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| void main(void)
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| {
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| 	gl_TexCoord[0] = gl_MultiTexCoord0;
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| 	//TODO: make offset depending on view angle and parallax uv displacement
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| 	//thats for textures that doesnt align vertically, like dirt with grass
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| 	//gl_TexCoord[0].y += 0.008;
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| 
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| 	//Allow parallax/relief mapping only for certain kind of nodes
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| 	//Variable is also used to control area of the effect
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| #if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
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| 	area_enable_parallax = 1.0;
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| #else
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| 	area_enable_parallax = 0.0;
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| #endif
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| 
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| 
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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 * gl_Vertex;
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| 	float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
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| 	disp = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
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| 		smoothTriangleWave(animationTimer * 29.0 + tOffset) +
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| 		smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9;
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| #endif
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| 
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| 
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| #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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| 	vec4 pos = gl_Vertex;
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| 	pos.y -= 2.0;
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| 	float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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| 	pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
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| 	gl_Position = mWorldViewProj * pos;
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| #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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| 	vec4 pos = gl_Vertex;
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| 	pos.x += disp * 0.1;
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| 	pos.y += disp * 0.1;
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| 	pos.z += disp;
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| 	gl_Position = mWorldViewProj * pos;
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| #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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| 	vec4 pos = gl_Vertex;
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| 	if (gl_TexCoord[0].y < 0.05) {
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| 		pos.z += disp;
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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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| 
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| 	vPosition = gl_Position.xyz;
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| 	worldPosition = (mWorld * gl_Vertex).xyz;
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| 
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| 	// Don't generate heightmaps when too far from the eye
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| 	float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
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| 	if (dist > 150.0) {
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| 		area_enable_parallax = 0.0;
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| 	}
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| 
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| 	vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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| 
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| 	vec3 normal, tangent, binormal;
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| 	normal = normalize(gl_NormalMatrix * gl_Normal);
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| 	tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
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| 	binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
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| 
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| 	vec3 v;
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| 
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| 	lightVec = sunPosition - worldPosition;
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| 	v.x = dot(lightVec, tangent);
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| 	v.y = dot(lightVec, binormal);
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| 	v.z = dot(lightVec, normal);
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| 	tsLightVec = normalize (v);
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| 
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| 	eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
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| 	v.x = dot(eyeVec, tangent);
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| 	v.y = dot(eyeVec, binormal);
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| 	v.z = dot(eyeVec, normal);
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| 	tsEyeVec = normalize (v);
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| 
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| 	vec4 color;
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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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| 	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) / 23.0;
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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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| 	color.a = gl_Color.a;
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| 	gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
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| }
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