diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl deleted file mode 100644 index 19f6ac80f..000000000 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ /dev/null @@ -1,176 +0,0 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D textureFlags; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 tsEyeVec; -varying vec3 lightVec; -varying vec3 tsLightVec; - -bool normalTexturePresent = false; -bool texTileableHorizontal = false; -bool texTileableVertical = false; -bool texSeamless = false; - -const float e = 2.718281828459; -const float BS = 10.0; -const float fogStart = FOG_START; -const float fogShadingParameter = 1 / ( 1 - fogStart); - -#ifdef ENABLE_TONE_MAPPING - -/* Hable's UC2 Tone mapping parameters - A = 0.22; - B = 0.30; - C = 0.10; - D = 0.20; - E = 0.01; - F = 0.30; - W = 11.2; - equation used: ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F -*/ - -vec3 uncharted2Tonemap(vec3 x) -{ - return ((x * (0.22 * x + 0.03) + 0.002) / (x * (0.22 * x + 0.3) + 0.06)) - 0.03334; -} - -vec4 applyToneMapping(vec4 color) -{ - color = vec4(pow(color.rgb, vec3(2.2)), color.a); - const float gamma = 1.6; - const float exposureBias = 5.5; - color.rgb = uncharted2Tonemap(exposureBias * color.rgb); - // Precalculated white_scale from - //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); - vec3 whiteScale = vec3(1.036015346); - color.rgb *= whiteScale; - return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a); -} -#endif - -void get_texture_flags() -{ - vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0)); - if (flags.r > 0.5) { - normalTexturePresent = true; - } - if (flags.g > 0.5) { - texTileableHorizontal = true; - } - if (flags.b > 0.5) { - texTileableVertical = true; - } - if (texTileableHorizontal && texTileableVertical) { - texSeamless = true; - } -} - -float intensity(vec3 color) -{ - return (color.r + color.g + color.b) / 3.0; -} - -float get_rgb_height(vec2 uv) -{ - return intensity(texture2D(baseTexture,uv).rgb); -} - -vec4 get_normal_map(vec2 uv) -{ - vec4 bump = texture2D(normalTexture, uv).rgba; - bump.xyz = normalize(bump.xyz * 2.0 -1.0); - bump.y = -bump.y; - return bump; -} - -void main(void) -{ - vec3 color; - vec4 bump; - vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - get_texture_flags(); - -#ifdef ENABLE_PARALLAX_OCCLUSION - if (normalTexturePresent) { - vec3 tsEye = normalize(tsEyeVec); - float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS; - uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y); - } -#endif - -#ifdef USE_NORMALMAPS - if (normalTexturePresent) { - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#if GENERATE_NORMALMAPS == 1 - if (use_normalmap == false) { - float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP)); - float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP)); - float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP)); - float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y)); - float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP)); - float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP)); - float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP)); - float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y)); - float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); - float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); - bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0); - use_normalmap = true; - } -#endif - -vec4 base = texture2D(baseTexture, uv).rgba; - -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap) { - vec3 L = normalize(lightVec); - vec3 E = normalize(eyeVec); - float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5); - float diffuse = dot(E,bump.xyz); - /* Mathematic optimization - * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; - * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions - * end: 2 multiplications + 3 additions) - */ - color = (0.05 + diffuse + 0.2 * specular) * base.rgb; - } else { - color = base.rgb; - } -#else - color = base.rgb; -#endif - - vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); - -#ifdef ENABLE_TONE_MAPPING - col = applyToneMapping(col); -#endif - - // Due to a bug in some (older ?) graphics stacks (possibly in the glsl compiler ?), - // the fog will only be rendered correctly if the last operation before the - // clamp() is an addition. Else, the clamp() seems to be ignored. - // E.g. the following won't work: - // float clarity = clamp(fogShadingParameter - // * (fogDistance - length(eyeVec)) / fogDistance), 0.0, 1.0); - // As additions usually come for free following a multiplication, the new formula - // should be more efficient as well. - // Note: clarity = (1 - fogginess) - float clarity = clamp(fogShadingParameter - - fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0); - col = mix(skyBgColor, col, clarity); - col = vec4(col.rgb, base.a); - - gl_FragColor = col; -} diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl deleted file mode 100644 index 112db9bb5..000000000 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ /dev/null @@ -1,137 +0,0 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mWorld; - -// Color of the light emitted by the sun. -uniform vec3 dayLight; -uniform vec3 eyePosition; -uniform float animationTimer; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; -varying vec3 tsEyeVec; -varying vec3 tsLightVec; - -// Color of the light emitted by the light sources. -const vec3 artificialLight = vec3(1.04, 1.04, 1.04); -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; - -#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; - 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; - } - gl_Position = mWorldViewProj * pos; -#else - gl_Position = mWorldViewProj * gl_Vertex; -#endif - - vPosition = gl_Position.xyz; - worldPosition = (mWorld * gl_Vertex).xyz; - vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); - - vec3 normal, tangent, binormal; - normal = normalize(gl_NormalMatrix * gl_Normal); - if (gl_Normal.x > 0.5) { - // 1.0, 0.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.x < -0.5) { - // -1.0, 0.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.y > 0.5) { - // 0.0, 1.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - } else if (gl_Normal.y < -0.5) { - // 0.0, -1.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - } else if (gl_Normal.z > 0.5) { - // 0.0, 0.0, 1.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.z < -0.5) { - // 0.0, 0.0, -1.0 - tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } - mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, - tangent.y, binormal.y, normal.y, - tangent.z, binormal.z, normal.z); - - lightVec = sunPosition - worldPosition; - tsLightVec = lightVec * tbnMatrix; - eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; - tsEyeVec = eyeVec * tbnMatrix; - - // Calculate color. - // Red, green and blue components are pre-multiplied with - // the brightness, so now we have to multiply these - // colors with the color of the incoming light. - // The pre-baked colors are halved to prevent overflow. - vec4 color; - // The alpha gives the ratio of sunlight in the incoming light. - float nightRatio = 1 - gl_Color.a; - color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + - nightRatio * artificialLight.rgb) * 2; - color.a = 1; - - // Emphase blue a bit in darker places - // See C++ implementation in mapblock_mesh.cpp finalColorBlend() - float brightness = (color.r + color.g + color.b) / 3; - color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) + - 0.07 * brightness); - - gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); -} diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 1bc483077..966275076 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -670,7 +670,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc } bool is_liquid = false; - bool is_water_surface = false; u8 material_type = (alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; @@ -760,12 +759,9 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc break; } - if (is_liquid) { + if (is_liquid) material_type = (alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; - if (name == "default:water_source") - is_water_surface = true; - } // Vertex alpha is no longer supported, correct if necessary. correctAlpha(); @@ -776,11 +772,6 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc material_type, drawtype); } - if (is_water_surface) { - tile_shader[0] = shdsrc->getShader("water_surface_shader", - material_type, drawtype); - } - // Tiles (fill in f->tiles[]) for (u16 j = 0; j < 6; j++) { fillTileAttribs(tsrc, &tiles[j].layers[0], &tdef[j], tile_shader[j],