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Shaders for Android (GLES 2) (#10506)
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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 707c8c1
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Showing 17 changed files with 233 additions and 120 deletions.
5 changes: 2 additions & 3 deletions build/android/app/build.gradle
Expand Up @@ -64,10 +64,9 @@ task prepareAssets() {
copy { copy {
from "${projRoot}/builtin" into "${assetsFolder}/builtin" from "${projRoot}/builtin" into "${assetsFolder}/builtin"
} }
/*copy { copy {
// ToDo: fix Minetest shaders that currently don't work with OpenGL ES
from "${projRoot}/client/shaders" into "${assetsFolder}/client/shaders" from "${projRoot}/client/shaders" into "${assetsFolder}/client/shaders"
}*/ }
copy { copy {
from "../native/deps/Android/Irrlicht/shaders" into "${assetsFolder}/client/shaders/Irrlicht" from "../native/deps/Android/Irrlicht/shaders" into "${assetsFolder}/client/shaders/Irrlicht"
} }
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11 changes: 7 additions & 4 deletions builtin/mainmenu/tab_settings.lua
Expand Up @@ -154,15 +154,18 @@ local function formspec(tabview, name, tabdata)
"box[8,0;3.75,4.5;#999999]" "box[8,0;3.75,4.5;#999999]"


local video_driver = core.settings:get("video_driver") local video_driver = core.settings:get("video_driver")
local shaders_supported = video_driver == "opengl" local shaders_enabled = core.settings:get_bool("enable_shaders")
local shaders_enabled = false if video_driver == "opengl" then
if shaders_supported then
shaders_enabled = core.settings:get_bool("enable_shaders")
tab_string = tab_string .. tab_string = tab_string ..
"checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";" "checkbox[8.25,0;cb_shaders;" .. fgettext("Shaders") .. ";"
.. tostring(shaders_enabled) .. "]" .. 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 else
core.settings:set_bool("enable_shaders", false) core.settings:set_bool("enable_shaders", false)
shaders_enabled = false
tab_string = tab_string .. tab_string = tab_string ..
"label[8.38,0.2;" .. core.colorize("#888888", "label[8.38,0.2;" .. core.colorize("#888888",
fgettext("Shaders (unavailable)")) .. "]" fgettext("Shaders (unavailable)")) .. "]"
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4 changes: 2 additions & 2 deletions builtin/settingtypes.txt
Expand Up @@ -658,8 +658,8 @@ texture_path (Texture path) path
# The rendering back-end for Irrlicht. # The rendering back-end for Irrlicht.
# A restart is required after changing this. # A restart is required after changing this.
# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise. # 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 # On other platforms, OpenGL is recommended.
# shader support currently. # Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
video_driver (Video driver) enum opengl null,software,burningsvideo,direct3d8,direct3d9,opengl,ogles1,ogles2 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. # Radius of cloud area stated in number of 64 node cloud squares.
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4 changes: 3 additions & 1 deletion client/shaders/3d_interlaced_merge/opengl_fragment.glsl
Expand Up @@ -6,9 +6,11 @@ uniform sampler2D textureFlags;
#define rightImage normalTexture #define rightImage normalTexture
#define maskImage textureFlags #define maskImage textureFlags


varying mediump vec2 varTexCoord;

void main(void) void main(void)
{ {
vec2 uv = gl_TexCoord[0].st; vec2 uv = varTexCoord.st;
vec4 left = texture2D(leftImage, uv).rgba; vec4 left = texture2D(leftImage, uv).rgba;
vec4 right = texture2D(rightImage, uv).rgba; vec4 right = texture2D(rightImage, uv).rgba;
vec4 mask = texture2D(maskImage, uv).rgba; vec4 mask = texture2D(maskImage, uv).rgba;
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7 changes: 4 additions & 3 deletions client/shaders/3d_interlaced_merge/opengl_vertex.glsl
@@ -1,6 +1,7 @@
varying mediump vec2 varTexCoord;

void main(void) void main(void)
{ {
gl_TexCoord[0] = gl_MultiTexCoord0; varTexCoord = inTexCoord0;
gl_Position = gl_Vertex; gl_Position = inVertexPosition;
gl_FrontColor = gl_BackColor = gl_Color;
} }
4 changes: 3 additions & 1 deletion client/shaders/default_shader/opengl_fragment.glsl
@@ -1,4 +1,6 @@
varying lowp vec4 varColor;

void main(void) void main(void)
{ {
gl_FragColor = gl_Color; gl_FragColor = varColor;
} }
8 changes: 3 additions & 5 deletions client/shaders/default_shader/opengl_vertex.glsl
@@ -1,9 +1,7 @@
uniform mat4 mWorldViewProj; varying lowp vec4 varColor;


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

gl_FrontColor = gl_BackColor = gl_Color;
} }
7 changes: 5 additions & 2 deletions client/shaders/minimap_shader/opengl_fragment.glsl
Expand Up @@ -2,9 +2,12 @@ uniform sampler2D baseTexture;
uniform sampler2D normalTexture; uniform sampler2D normalTexture;
uniform vec3 yawVec; uniform vec3 yawVec;


varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;

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


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


vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb; vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb;
vec4 col = vec4(color.rgb, base.a); vec4 col = vec4(color.rgb, base.a);
col *= gl_Color; col *= varColor;
gl_FragColor = vec4(col.rgb, base.a); gl_FragColor = vec4(col.rgb, base.a);
} }
10 changes: 6 additions & 4 deletions client/shaders/minimap_shader/opengl_vertex.glsl
@@ -1,9 +1,11 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld; uniform mat4 mWorld;


varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;

void main(void) void main(void)
{ {
gl_TexCoord[0] = gl_MultiTexCoord0; varTexCoord = inTexCoord0.st;
gl_Position = mWorldViewProj * gl_Vertex; gl_Position = mWorldViewProj * inVertexPosition;
gl_FrontColor = gl_BackColor = gl_Color; varColor = inVertexColor;
} }
13 changes: 7 additions & 6 deletions client/shaders/nodes_shader/opengl_fragment.glsl
Expand Up @@ -15,11 +15,12 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float // cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered). // precision must be considered).
varying vec3 worldPosition; varying vec3 worldPosition;

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


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


#ifdef ENABLE_TONE_MAPPING #ifdef ENABLE_TONE_MAPPING


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


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

#ifdef USE_DISCARD #ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency // 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) { if (base.a == 0.0) {
discard; discard;
} }
#endif #endif


color = base.rgb; 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 #ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col); col = applyToneMapping(col);
Expand Down
42 changes: 21 additions & 21 deletions client/shaders/nodes_shader/opengl_vertex.glsl
@@ -1,4 +1,3 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld; uniform mat4 mWorld;


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

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


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


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


float disp_x; float disp_x;
float disp_z; float disp_z;
// OpenGL < 4.3 does not support continued preprocessor lines // 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) #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; float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) + disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4; smoothTriangleWave(animationTimer * 11.0 + tOffset)) * 0.4;
Expand All @@ -96,43 +96,43 @@ void main(void)
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5; smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif #endif


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


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




vPosition = gl_Position.xyz; vPosition = gl_Position.xyz;


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


// Calculate color. // Calculate color.
// Red, green and blue components are pre-multiplied with // Red, green and blue components are pre-multiplied with
Expand All @@ -141,16 +141,16 @@ void main(void)
// The pre-baked colors are halved to prevent overflow. // The pre-baked colors are halved to prevent overflow.
vec4 color; vec4 color;
// The alpha gives the ratio of sunlight in the incoming light. // The alpha gives the ratio of sunlight in the incoming light.
float nightRatio = 1 - gl_Color.a; float nightRatio = 1.0 - inVertexColor.a;
color.rgb = gl_Color.rgb * (gl_Color.a * dayLight.rgb + color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2; nightRatio * artificialLight.rgb) * 2.0;
color.a = 1; color.a = 1.0;


// Emphase blue a bit in darker places // Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp final_color_blend() // 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) + color.b += max(0.0, 0.021 - abs(0.2 * brightness - 0.021) +
0.07 * brightness); 0.07 * brightness);


gl_FrontColor = gl_BackColor = clamp(color, 0.0, 1.0); varColor = clamp(color, 0.0, 1.0);
} }
11 changes: 7 additions & 4 deletions client/shaders/object_shader/opengl_fragment.glsl
Expand Up @@ -8,14 +8,16 @@ uniform vec3 eyePosition;
varying vec3 vNormal; varying vec3 vNormal;
varying vec3 vPosition; varying vec3 vPosition;
varying vec3 worldPosition; varying vec3 worldPosition;
varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;


varying vec3 eyeVec; varying vec3 eyeVec;
varying float vIDiff; varying float vIDiff;


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


#ifdef ENABLE_TONE_MAPPING #ifdef ENABLE_TONE_MAPPING


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


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


#ifdef USE_DISCARD #ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency // 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) { if (base.a == 0.0) {
discard; discard;
} }
Expand All @@ -68,7 +71,7 @@ void main(void)


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


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


col.rgb *= emissiveColor.rgb * vIDiff; col.rgb *= emissiveColor.rgb * vIDiff;


Expand Down
25 changes: 13 additions & 12 deletions client/shaders/object_shader/opengl_vertex.glsl
@@ -1,4 +1,3 @@
uniform mat4 mWorldViewProj;
uniform mat4 mWorld; uniform mat4 mWorld;


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


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


if (normal.y < 0) if (normal.y < 0.0)
return dot(v, vec3(0.670820f, 0.447213f, 0.836660f)); 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) void main(void)
{ {
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; varTexCoord = (mTexture * inTexCoord0).st;
gl_Position = mWorldViewProj * gl_Vertex; gl_Position = mWorldViewProj * inVertexPosition;


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


#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA) #if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0; vIDiff = 1.0;
#else #else
// This is intentional comparison with zero without any margin. // 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 // 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 ? 1.0
: directional_ambient(normalize(gl_Normal)); : directional_ambient(normalize(inVertexNormal));
#endif #endif


gl_FrontColor = gl_BackColor = gl_Color; varColor = inVertexColor;
} }
7 changes: 5 additions & 2 deletions client/shaders/selection_shader/opengl_fragment.glsl
@@ -1,9 +1,12 @@
uniform sampler2D baseTexture; uniform sampler2D baseTexture;


varying lowp vec4 varColor;
varying mediump vec2 varTexCoord;

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

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