diff --git a/client/shaders/test_shader_3/base.txt b/client/shaders/test_shader_3/base.txt new file mode 100644 index 000000000..1c2647118 --- /dev/null +++ b/client/shaders/test_shader_3/base.txt @@ -0,0 +1 @@ +trans_alphach diff --git a/client/shaders/test_shader_3/opengl_fragment.glsl b/client/shaders/test_shader_3/opengl_fragment.glsl new file mode 100644 index 000000000..78abadcaf --- /dev/null +++ b/client/shaders/test_shader_3/opengl_fragment.glsl @@ -0,0 +1,23 @@ + +uniform sampler2D myTexture; +uniform float fogDistance; + +varying vec3 vPosition; + +void main (void) +{ + vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); + col *= gl_Color; + col = col * col; // SRGB -> Linear + col *= 1.8; + col.r = 1.0 - exp(1.0 - col.r) / exp(1.0); + col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); + col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); + col = sqrt(col); // Linear -> SRGB + float a = col.a; + if(fogDistance != 0.0){ + float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + a = mix(a, 0.0, d); + } + gl_FragColor = vec4(col.r, col.g, col.b, a); +} diff --git a/client/shaders/test_shader_3/opengl_vertex.glsl b/client/shaders/test_shader_3/opengl_vertex.glsl new file mode 100644 index 000000000..2881bad21 --- /dev/null +++ b/client/shaders/test_shader_3/opengl_vertex.glsl @@ -0,0 +1,51 @@ + +uniform mat4 mWorldViewProj; +uniform mat4 mInvWorld; +uniform mat4 mTransWorld; +uniform float dayNightRatio; + +varying vec3 vPosition; + +void main(void) +{ + gl_Position = mWorldViewProj * gl_Vertex; + + vPosition = (mWorldViewProj * 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 * 1.0; // 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 = rg; + color.g = rg; + color.b = b; + + color.a = gl_Color.a; + + gl_FrontColor = gl_BackColor = color; + + gl_TexCoord[0] = gl_MultiTexCoord0; +} diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 531a40b29..42579fda3 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1649,6 +1649,7 @@ Node definition (register_node) ^ Special textures of node; used rarely (old field name: special_materials) ^ List can be shortened to needed length alpha = 255, + use_texture_alpha = false, -- Use texture's alpha channel post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node paramtype = "none", -- See "Nodes" paramtype2 = "none", -- See "Nodes" diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index f68a79e41..f8a0b5f06 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1099,6 +1099,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): getShader("test_shader_1").material; video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()-> getShader("test_shader_2").material; + video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()-> + getShader("test_shader_3").material; for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; @@ -1174,7 +1176,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.setTexture(0, p.tile.texture.atlas); if(enable_shaders) - p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2); + p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3); else p.tile.applyMaterialOptions(material); diff --git a/src/nodedef.cpp b/src/nodedef.cpp index e2b72333f..e09c1910d 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -658,15 +658,11 @@ public: break; } - u8 material_type = 0; - if(is_liquid){ - if(f->alpha == 255) - material_type = TILE_MATERIAL_LIQUID_OPAQUE; - else - material_type = TILE_MATERIAL_LIQUID_TRANSPARENT; - } else{ - material_type = TILE_MATERIAL_BASIC; - } + u8 material_type; + if (is_liquid) + material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; + else + material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; // Tiles (fill in f->tiles[]) for(u16 j=0; j<6; j++){ diff --git a/src/scriptapi_content.cpp b/src/scriptapi_content.cpp index 3b7ed5179..30fd70349 100644 --- a/src/scriptapi_content.cpp +++ b/src/scriptapi_content.cpp @@ -225,6 +225,11 @@ ContentFeatures read_content_features(lua_State *L, int index) lua_pop(L, 1); f.alpha = getintfield_default(L, index, "alpha", 255); + + bool usealpha = getboolfield_default(L, index, + "use_texture_alpha", false); + if (usealpha) + f.alpha = 0; /* Other stuff */ diff --git a/src/tile.h b/src/tile.h index c5c7f9303..ea5c4be54 100644 --- a/src/tile.h +++ b/src/tile.h @@ -162,6 +162,7 @@ IWritableTextureSource* createTextureSource(IrrlichtDevice *device); enum MaterialType{ TILE_MATERIAL_BASIC, + TILE_MATERIAL_ALPHA, TILE_MATERIAL_LIQUID_TRANSPARENT, TILE_MATERIAL_LIQUID_OPAQUE, }; @@ -222,6 +223,9 @@ struct TileSpec case TILE_MATERIAL_BASIC: material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; break; + case TILE_MATERIAL_ALPHA: + material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + break; case TILE_MATERIAL_LIQUID_TRANSPARENT: material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; break; @@ -233,12 +237,16 @@ struct TileSpec } void applyMaterialOptionsWithShaders(video::SMaterial &material, const video::E_MATERIAL_TYPE &basic, - const video::E_MATERIAL_TYPE &liquid) const + const video::E_MATERIAL_TYPE &liquid, + const video::E_MATERIAL_TYPE &alpha) const { switch(material_type){ case TILE_MATERIAL_BASIC: material.MaterialType = basic; break; + case TILE_MATERIAL_ALPHA: + material.MaterialType = alpha; + break; case TILE_MATERIAL_LIQUID_TRANSPARENT: material.MaterialType = liquid; break;