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- +55 −19 builtin/mainmenu.lua
- 0 client/shaders/{bumpmaps_liquids → alpha_shader}/base.txt
- +67 −0 client/shaders/alpha_shader/opengl_fragment.glsl
- +99 −0 client/shaders/alpha_shader/opengl_vertex.glsl
- +0 −46 client/shaders/bumpmaps_liquids/opengl_fragment.glsl
- +0 −98 client/shaders/bumpmaps_liquids/opengl_vertex.glsl
- +0 −45 client/shaders/bumpmaps_solids/opengl_fragment.glsl
- +0 −98 client/shaders/bumpmaps_solids/opengl_vertex.glsl
- 0 client/shaders/{bumpmaps_solids → leaves_shader}/base.txt
- +54 −0 client/shaders/leaves_shader/opengl_fragment.glsl
- +87 −0 client/shaders/leaves_shader/opengl_vertex.glsl
- 0 client/shaders/{test_shader_2 → liquids_shader}/base.txt
- +53 −0 client/shaders/liquids_shader/opengl_fragment.glsl
- +25 −14 client/shaders/{test_shader_1 → liquids_shader}/opengl_vertex.glsl
- 0 client/shaders/{test_shader_1 → plants_shader}/base.txt
- +53 −0 client/shaders/plants_shader/opengl_fragment.glsl
- +87 −0 client/shaders/plants_shader/opengl_vertex.glsl
- +1 −0 client/shaders/solids_shader/base.txt
- +87 −0 client/shaders/solids_shader/opengl_fragment.glsl
- +99 −0 client/shaders/solids_shader/opengl_vertex.glsl
- +0 −25 client/shaders/test_shader_1/opengl_fragment.glsl
- +0 −23 client/shaders/test_shader_2/opengl_fragment.glsl
- +0 −51 client/shaders/test_shader_2/opengl_vertex.glsl
- +0 −1 client/shaders/test_shader_3/base.txt
- +0 −25 client/shaders/test_shader_3/opengl_fragment.glsl
- +0 −51 client/shaders/test_shader_3/opengl_vertex.glsl
- +16 −0 minetest.conf.example
- +9 −0 src/defaultsettings.cpp
- +54 −3 src/game.cpp
- +8 −3 src/itemdef.cpp
- +28 −33 src/mapblock_mesh.cpp
- +10 −3 src/nodedef.cpp
- +2 −0 src/nodedef.h
- +3 −0 src/script/common/c_content.cpp
- +17 −1 src/tile.h
- BIN textures/base/pack/disable_img.png
- BIN textures/base/pack/enable_img.png
File renamed without changes.
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#version 120 | ||
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uniform sampler2D baseTexture; | ||
uniform sampler2D normalTexture; | ||
uniform sampler2D useNormalmap; | ||
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uniform float enableBumpmapping; | ||
uniform float enableParallaxOcclusion; | ||
uniform float parallaxOcclusionScale; | ||
uniform float parallaxOcclusionBias; | ||
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uniform vec4 skyBgColor; | ||
uniform float fogDistance; | ||
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varying vec3 vPosition; | ||
varying vec3 tsEyeVec; | ||
varying vec3 eyeVec; | ||
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const float e = 2.718281828459; | ||
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void main (void) | ||
{ | ||
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; | ||
float enable_bumpmapping = enableBumpmapping; | ||
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vec3 color; | ||
vec2 uv = gl_TexCoord[0].st; | ||
float height; | ||
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); | ||
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) { | ||
float map_height = texture2D(normalTexture, uv).a; | ||
if (map_height < 1.0){ | ||
float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; | ||
uv = uv + height * tsEye; | ||
} | ||
} | ||
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) { | ||
vec3 base = texture2D(baseTexture, uv).rgb; | ||
vec3 vVec = normalize(eyeVec); | ||
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); | ||
vec3 R = reflect(-vVec, bump); | ||
vec3 lVec = normalize(vVec); | ||
float diffuse = max(dot(lVec, bump), 0.0); | ||
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); | ||
color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; | ||
} else { | ||
color = texture2D(baseTexture, uv).rgb; | ||
} | ||
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float alpha = texture2D(baseTexture, uv).a; | ||
vec4 col = vec4(color.r, color.g, color.b, alpha); | ||
col *= gl_Color; | ||
col = col * col; // SRGB -> Linear | ||
col *= 1.8; | ||
col.r = 1.0 - exp(1.0 - col.r) / e; | ||
col.g = 1.0 - exp(1.0 - col.g) / e; | ||
col.b = 1.0 - exp(1.0 - col.b) / e; | ||
col = sqrt(col); // Linear -> SRGB | ||
if(fogDistance != 0.0){ | ||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); | ||
col = mix(col, skyBgColor, d); | ||
} | ||
gl_FragColor = vec4(col.r, col.g, col.b, alpha); | ||
} |
@@ -0,0 +1,99 @@ | ||
#version 120 | ||
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uniform mat4 mWorldViewProj; | ||
uniform mat4 mInvWorld; | ||
uniform mat4 mTransWorld; | ||
uniform float dayNightRatio; | ||
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uniform vec3 eyePosition; | ||
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varying vec3 vPosition; | ||
varying vec3 eyeVec; | ||
varying vec3 tsEyeVec; | ||
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void main(void) | ||
{ | ||
gl_Position = mWorldViewProj * gl_Vertex; | ||
vPosition = (mWorldViewProj * gl_Vertex).xyz; | ||
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vec3 normal,tangent,binormal; | ||
normal = normalize(gl_NormalMatrix * gl_Normal); | ||
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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)); | ||
} | ||
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, | ||
tangent.y, binormal.y, normal.y, | ||
tangent.z, binormal.z, normal.z); | ||
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; | ||
tsEyeVec = normalize(eyeVec * tbnMatrix); | ||
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vec4 color; | ||
//color = vec4(1.0, 1.0, 1.0, 1.0); | ||
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float day = gl_Color.r; | ||
float night = gl_Color.g; | ||
float light_source = gl_Color.b; | ||
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/*color.r = mix(night, day, dayNightRatio); | ||
color.g = color.r; | ||
color.b = color.r;*/ | ||
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float rg = mix(night, day, dayNightRatio); | ||
rg += light_source * 2.5; // Make light sources brighter | ||
float b = rg; | ||
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// Moonlight is blue | ||
b += (day - night) / 13.0; | ||
rg -= (day - night) / 13.0; | ||
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// 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); | ||
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// 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); | ||
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color.r = clamp(rg,0.0,1.0); | ||
color.g = clamp(rg,0.0,1.0); | ||
color.b = clamp(b,0.0,1.0); | ||
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// 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 | ||
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color.a = gl_Color.a; | ||
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gl_FrontColor = gl_BackColor = color; | ||
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gl_TexCoord[0] = gl_MultiTexCoord0; | ||
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} |
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