diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 53d5c92d0..91536ba10 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -15,23 +15,30 @@ varying vec3 lightVec; varying vec3 tsEyeVec; varying vec3 tsLightVec; varying float area_enable_parallax; +varying float disp; const float e = 2.718281828459; const float BS = 10.0; + 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; } + void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; @@ -47,48 +54,39 @@ void main(void) area_enable_parallax = 0.0; #endif -#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER) + +#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS) + vec4 pos2 = mWorld * gl_Vertex; + float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002; + disp = (smoothTriangleWave(animationTimer * 31.0 + tOffset) + + smoothTriangleWave(animationTimer * 29.0 + tOffset) + + smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9; +#endif + + +#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER vec4 pos = gl_Vertex; pos.y -= 2.0; - float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); - pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES vec4 pos = gl_Vertex; - vec4 pos2 = mWorld * gl_Vertex; - - /* - * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) - * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) - * And bufferize calcul to a float - */ - float pos2XpZ = pos2.x + pos2.z; - - pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4; - pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2; - pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4; + pos.x += disp * 0.1; + pos.y += disp * 0.1; + pos.z += disp; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS vec4 pos = gl_Vertex; - vec4 pos2 = mWorld * gl_Vertex; if (gl_TexCoord[0].y < 0.05) { - /* - * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) - * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) - * And bufferize calcul to a float - */ - float pos2XpZ = pos2.x + pos2.z; - - pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8; - pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4; + pos.z += disp; } gl_Position = mWorldViewProj * pos; #else gl_Position = mWorldViewProj * gl_Vertex; #endif + vPosition = gl_Position.xyz; worldPosition = (mWorld * gl_Vertex).xyz;