mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-10-31 15:35:21 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			88 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| uniform mat4 mWorldViewProj;
 | |
| uniform mat4 mInvWorld;
 | |
| uniform mat4 mTransWorld;
 | |
| uniform float dayNightRatio;
 | |
| uniform float animationTimer;
 | |
| 
 | |
| uniform vec3 eyePosition;
 | |
| 
 | |
| varying vec3 vPosition;
 | |
| varying vec3 eyeVec;
 | |
| 
 | |
| #ifdef ENABLE_WAVING_LEAVES
 | |
| 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;
 | |
| }
 | |
| #endif
 | |
| 
 | |
| void main(void)
 | |
| {
 | |
| 	gl_TexCoord[0] = gl_MultiTexCoord0;
 | |
| 
 | |
| #ifdef ENABLE_WAVING_LEAVES
 | |
| 	vec4 pos = gl_Vertex;
 | |
| 	vec4 pos2 = mTransWorld*gl_Vertex;
 | |
| 	pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
 | |
| 	pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
 | |
| 	pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
 | |
| 	gl_Position = mWorldViewProj * pos;
 | |
| #else
 | |
| 	gl_Position = mWorldViewProj * gl_Vertex;
 | |
| #endif
 | |
| 
 | |
| 	vPosition = (mWorldViewProj * gl_Vertex).xyz;
 | |
| 
 | |
| 	eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
 | |
| 
 | |
| 	vec4 color;
 | |
| 	//color = vec4(1.0, 1.0, 1.0, 1.0);
 | |
| 
 | |
| 	float day = gl_Color.r;
 | |
| 	float night = gl_Color.g;
 | |
| 	float light_source = gl_Color.b;
 | |
| 
 | |
| 	/*color.r = mix(night, day, dayNightRatio);
 | |
| 	color.g = color.r;
 | |
| 	color.b = color.r;*/
 | |
| 
 | |
| 	float rg = mix(night, day, dayNightRatio);
 | |
| 	rg += light_source * 2.5; // Make light sources brighter
 | |
| 	float b = rg;
 | |
| 
 | |
| 	// Moonlight is blue
 | |
| 	b += (day - night) / 13.0;
 | |
| 	rg -= (day - night) / 13.0;
 | |
| 
 | |
| 	// Emphase blue a bit in darker places
 | |
| 	// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
 | |
| 	b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
 | |
| 
 | |
| 	// Artificial light is yellow-ish
 | |
| 	// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
 | |
| 	rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
 | |
| 
 | |
| 	color.r = clamp(rg,0.0,1.0);
 | |
| 	color.g = clamp(rg,0.0,1.0);
 | |
| 	color.b = clamp(b,0.0,1.0);
 | |
| 
 | |
| 	// Make sides and bottom darker than the top
 | |
| 	color = color * color; // SRGB -> Linear
 | |
| 	if(gl_Normal.y <= 0.5)
 | |
| 		color *= 0.6;
 | |
| 		//color *= 0.7;
 | |
| 	color = sqrt(color); // Linear -> SRGB
 | |
| 
 | |
| 	color.a = gl_Color.a;
 | |
| 
 | |
| 	gl_FrontColor = gl_BackColor = color;
 | |
| 
 | |
| 	gl_TexCoord[0] = gl_MultiTexCoord0;
 | |
| 
 | |
| }
 |