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Shaders for Android (GLES 2) (#10506)

Shader support for OpenGL ES 2 devices (Android)

Co-authored-by: sfan5 <sfan5@live.de>
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numberZero and sfan5 committed Oct 25, 2020
1 parent 33b2c5f commit 707c8c1e95d8db2d84909e7957b4dc9138e05599
@@ -64,10 +64,9 @@ task prepareAssets() {
copy {
from "${projRoot}/builtin" into "${assetsFolder}/builtin"
}
/*copy {
// ToDo: fix Minetest shaders that currently don't work with OpenGL ES
copy {
from "${projRoot}/client/shaders" into "${assetsFolder}/client/shaders"
}*/
}
copy {
from "../native/deps/Android/Irrlicht/shaders" into "${assetsFolder}/client/shaders/Irrlicht"
}
@@ -154,15 +154,18 @@ local function formspec(tabview, name, tabdata)
"box[8,0;3.75,4.5;#999999]"

local video_driver = core.settings:get("video_driver")
local shaders_supported = video_driver == "opengl"
local shaders_enabled = false
if shaders_supported then
shaders_enabled = core.settings:get_bool("enable_shaders")
local shaders_enabled = core.settings:get_bool("enable_shaders")
if video_driver == "opengl" then
tab_string = tab_string ..
"checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";"
.. tostring(shaders_enabled) .. "]"
elseif video_driver == "ogles2" then
tab_string = tab_string ..
"checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders (experimental)") .. ";"
.. tostring(shaders_enabled) .. "]"
else
core.settings:set_bool("enable_shaders", false)
shaders_enabled = false
tab_string = tab_string ..
"label[8.38,0.2;" .. core.colorize("#888888",
fgettext("Shaders (unavailable)")) .. "]"
@@ -658,8 +658,8 @@ texture_path (Texture path) path
# The rendering back-end for Irrlicht.
# A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
# On other platforms, OpenGL is recommended, and it’s the only driver with
# shader support currently.
# On other platforms, OpenGL is recommended.
# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2

# Radius of cloud area stated in number of 64 node cloud squares.
@@ -6,9 +6,11 @@ uniform sampler2D textureFlags;
#define rightImage normalTexture
#define maskImage textureFlags

varying mediump vec2 varTexCoord;

void main(void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 left = texture2D(leftImage, uv).rgba;
vec4 right = texture2D(rightImage, uv).rgba;
vec4 mask = texture2D(maskImage, uv).rgba;
@@ -1,6 +1,7 @@
varying mediump vec2 varTexCoord;

void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
varTexCoord = inTexCoord0;
gl_Position = inVertexPosition;
}
@@ -1,4 +1,6 @@
varying lowp vec4 varColor;

void main(void)
{
gl_FragColor = gl_Color;
gl_FragColor = varColor;
}
@@ -1,9 +1,7 @@
uniform mat4 mWorldViewProj;
varying lowp vec4 varColor;

void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;

gl_FrontColor = gl_BackColor = gl_Color;
gl_Position = mWorldViewProj * inVertexPosition;
varColor = inVertexColor;
}
@@ -2,9 +2,12 @@ uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform vec3 yawVec;

varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;

void main (void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;

//texture sampling rate
const float step = 1.0 / 256.0;
@@ -27,6 +30,6 @@ void main (void)

vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb;
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
col *= varColor;
gl_FragColor = vec4(col.rgb, base.a);
}
@@ -1,9 +1,11 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;

varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;

void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
gl_FrontColor = gl_BackColor = gl_Color;
varTexCoord = inTexCoord0.st;
gl_Position = mWorldViewProj * inVertexPosition;
varColor = inVertexColor;
}
@@ -15,11 +15,12 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;

varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;

const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
const float fogShadingParameter = 1.0 / ( 1.0 - fogStart);

#ifdef ENABLE_TONE_MAPPING

@@ -56,21 +57,21 @@ vec4 applyToneMapping(vec4 color)
void main(void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;

vec4 base = texture2D(baseTexture, uv).rgba;

#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) {
discard;
}
#endif

color = base.rgb;

vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);

#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);
@@ -1,4 +1,3 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;

// Color of the light emitted by the sun.
@@ -16,7 +15,8 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;

varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;
varying vec3 eyeVec;

// Color of the light emitted by the light sources.
@@ -81,13 +81,13 @@ float snoise(vec3 p)

void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
varTexCoord = inTexCoord0.st;

float disp_x;
float disp_z;
// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
vec4 pos2 = mWorld * gl_Vertex;
vec4 pos2 = mWorld * inVertexPosition;
float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
@@ -96,43 +96,43 @@ void main(void)
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif

worldPosition = (mWorld * gl_Vertex).xyz;
worldPosition = (mWorld * inVertexPosition).xyz;

// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
// Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly
// correspond to the old sine waves.
vec4 pos = gl_Vertex;
vec4 pos = inVertexPosition;
vec3 wavePos = worldPosition + cameraOffset;
// The waves are slightly compressed along the z-axis to get
// wave-fronts along the x-axis.
wavePos.x /= WATER_WAVE_LENGTH * 3;
wavePos.z /= WATER_WAVE_LENGTH * 2;
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
wavePos.x /= WATER_WAVE_LENGTH * 3.0;
wavePos.z /= WATER_WAVE_LENGTH * 2.0;
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos = inVertexPosition;
pos.x += disp_x;
pos.y += disp_z * 0.1;
pos.z += disp_z;
gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
if (gl_TexCoord[0].y < 0.05) {
vec4 pos = inVertexPosition;
if (varTexCoord.y < 0.05) {
pos.x += disp_x;
pos.z += disp_z;
}
gl_Position = mWorldViewProj * pos;
#else
gl_Position = mWorldViewProj * gl_Vertex;
gl_Position = mWorldViewProj * inVertexPosition;
#endif


vPosition = gl_Position.xyz;

eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;

// Calculate color.
// Red, green and blue components are pre-multiplied with
@@ -141,16 +141,16 @@ void main(void)
// 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;
float nightRatio = 1.0 - inVertexColor.a;
color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;

// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp final_color_blend()
float brightness = (color.r + color.g + color.b) / 3;
float brightness = (color.r + color.g + color.b) / 3.0;
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);
varColor = clamp(color, 0.0, 1.0);
}
@@ -8,14 +8,16 @@ uniform vec3 eyePosition;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;

varying vec3 eyeVec;
varying float vIDiff;

const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = FOG_START;
const float fogShadingParameter = 1 / ( 1 - fogStart);
const float fogShadingParameter = 1.0 / (1.0 - fogStart);

#ifdef ENABLE_TONE_MAPPING

@@ -52,13 +54,14 @@ vec4 applyToneMapping(vec4 color)
void main(void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;

vec4 base = texture2D(baseTexture, uv).rgba;

#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
// on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
// and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) {
discard;
}
@@ -68,7 +71,7 @@ void main(void)

vec4 col = vec4(color.rgb, base.a);

col.rgb *= gl_Color.rgb;
col.rgb *= varColor.rgb;

col.rgb *= emissiveColor.rgb * vIDiff;

@@ -1,4 +1,3 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld;

uniform vec3 eyePosition;
@@ -7,6 +6,8 @@ uniform float animationTimer;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;

varying vec3 eyeVec;
varying float vIDiff;
@@ -18,31 +19,31 @@ float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;

if (normal.y < 0)
return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
if (normal.y < 0.0)
return dot(v, vec3(0.670820, 0.447213, 0.836660));

return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
return dot(v, vec3(0.670820, 1.000000, 0.836660));
}

void main(void)
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
varTexCoord = (mTexture * inTexCoord0).st;
gl_Position = mWorldViewProj * inVertexPosition;

vPosition = gl_Position.xyz;
vNormal = gl_Normal;
worldPosition = (mWorld * gl_Vertex).xyz;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
vNormal = inVertexNormal;
worldPosition = (mWorld * inVertexPosition).xyz;
eyeVec = -(mWorldView * inVertexPosition).xyz;

#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
vIDiff = length(gl_Normal) == 0.0
vIDiff = length(inVertexNormal) == 0.0
? 1.0
: directional_ambient(normalize(gl_Normal));
: directional_ambient(normalize(inVertexNormal));
#endif

gl_FrontColor = gl_BackColor = gl_Color;
varColor = inVertexColor;
}
@@ -1,9 +1,12 @@
uniform sampler2D baseTexture;

varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;

void main(void)
{
vec2 uv = gl_TexCoord[0].st;
vec2 uv = varTexCoord.st;
vec4 color = texture2D(baseTexture, uv);
color.rgb *= gl_Color.rgb;
color.rgb *= varColor.rgb;
gl_FragColor = color;
}

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