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); }