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Shaders: use triple-frequency waving for leaves and plants

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paramat authored and est31 committed Sep 7, 2015
1 parent 4967e48 commit 0b875560481ca16782ace98b0bace9f02d18b22d
Showing with 23 additions and 25 deletions.
  1. +23 −25 client/shaders/nodes_shader/opengl_vertex.glsl
@@ -15,23 +15,30 @@ varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
varying float area_enable_parallax;
varying float disp;

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;
@@ -47,48 +54,39 @@ void main(void)
area_enable_parallax = 0.0;
#endif

#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)

#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
vec4 pos2 = mWorld * gl_Vertex;
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
disp = (smoothTriangleWave(animationTimer * 31.0 + tOffset) +
smoothTriangleWave(animationTimer * 29.0 + tOffset) +
smoothTriangleWave(animationTimer * 13.0 + tOffset)) - 0.9;
#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;

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;
pos.x += disp * 0.1;
pos.y += disp * 0.1;
pos.z += disp;
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;
pos.z += disp;
}
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
#endif


vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;

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