Remove use of engine sent texture tiling flags (no longer needed)

This commit is contained in:
RealBadAngel 2015-08-16 22:44:11 +02:00 committed by kilbith
parent bcf38a2ad1
commit b3a55c076e
2 changed files with 43 additions and 94 deletions

View File

@ -16,9 +16,6 @@ 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;
@ -29,45 +26,6 @@ void get_texture_flags()
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;
}
}
vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
{
if (texSeamless) {
uv += dist * ds;
} else if (texTileableVertical == false) {
vec2 uv2 = uv + dist * ds;
// limit vertical texure displacement
if ((uv.y + uv2.y) < 0.0) {
uv.y = 0.0;
} else if ((uv.y + uv2.y) > 1.999) {
uv.y = 0.999;
} else {
uv.y = uv2.y;
}
uv.x = uv2.x;
} else {
vec2 uv2 = uv + dist * ds;
// limit horizontal texure displacement
if ((uv.x + uv2.x) < 0.0) {
uv.x = 0.0;
} else if ((uv.x + uv2.x) > 1.999) {
uv.x = 0.999;
} else {
uv.x = uv2.x;
}
uv.y = uv2.y;
}
return uv;
}
float intensity(vec3 color)
@ -77,11 +35,7 @@ float intensity(vec3 color)
float get_rgb_height(vec2 uv)
{
if (texSeamless) {
return intensity(texture2D(baseTexture, uv).rgb);
} else {
return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
}
return intensity(texture2D(baseTexture, uv).rgb);
}
vec4 get_normal_map(vec2 uv)
@ -144,18 +98,13 @@ void main(void)
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
// offset the texture by maximum possible displacement,
// this will help align seamless and non seamless textures
uv -= ds;
float dist = find_intersection(uv, ds);
uv = validate_displacement(uv, ds, dist);
uv += dist * ds;
#endif
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
uv -= ds;
float dist = find_intersectionRGB(uv, ds);
uv = validate_displacement(uv, ds, dist);
uv += dist * ds;
}
#endif

View File

@ -14,22 +14,22 @@ varying vec3 eyeVec;
varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
varying float area_enable_parallax;
varying float area_enable_parallax;
const float e = 2.718281828459;
const float BS = 10.0;
float smoothCurve(float x)
{
return x * x * (3.0 - 2.0 * x);
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 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;
float smoothTriangleWave(float x)
{
return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
}
void main(void)
@ -37,17 +37,17 @@ void main(void)
gl_TexCoord[0] = gl_MultiTexCoord0;
//TODO: make offset depending on view angle and parallax uv displacement
//thats for textures that doesnt align vertically, like dirt with grass
//gl_TexCoord[0].y += 0.008;
//gl_TexCoord[0].y += 0.008;
//Allow parallax/relief mapping only for certain kind of nodes
//Variable is also used to control area of the effect
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
area_enable_parallax = 1.0;
#else
area_enable_parallax = 0.0;
#endif
#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
//Variable is also used to control area of the effect
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
area_enable_parallax = 1.0;
#else
area_enable_parallax = 0.0;
#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;
@ -91,33 +91,33 @@ void main(void)
vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
if (dist > 300.0) {
area_enable_parallax = 0.0;
}
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
if (dist > 150.0) {
area_enable_parallax = 0.0;
}
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
vec3 v;
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
vec3 v;
lightVec = sunPosition - worldPosition;
v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal);
tsLightVec = normalize (v);
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
v.x = dot(eyeVec, tangent);
v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal);
tsEyeVec = normalize (v);
v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal);
tsLightVec = normalize (v);
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
v.x = dot(eyeVec, tangent);
v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal);
tsEyeVec = normalize (v);
vec4 color;
float day = gl_Color.r;