uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform float dayNightRatio; uniform float animationTimer; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 eyeVec; #ifdef ENABLE_WAVING_PLANTS 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; } #endif void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; #ifdef ENABLE_WAVING_PLANTS vec4 pos = gl_Vertex; vec4 pos2 = mTransWorld * gl_Vertex; if (gl_TexCoord[0].y < 0.05) { pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; } gl_Position = mWorldViewProj * pos; #else gl_Position = mWorldViewProj * gl_Vertex; #endif vPosition = (mWorldViewProj * gl_Vertex).xyz; eyeVec = (gl_ModelViewMatrix * 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 * 2.5; // 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 = clamp(rg,0.0,1.0); color.g = clamp(rg,0.0,1.0); color.b = clamp(b,0.0,1.0); // Make sides and bottom darker than the top color = color * color; // SRGB -> Linear if(gl_Normal.y <= 0.5) color *= 0.6; //color *= 0.7; color = sqrt(color); // Linear -> SRGB color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; }