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Add option to use texture alpha channel
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trans_alphach |
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uniform sampler2D myTexture; | ||
uniform float fogDistance; | ||
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varying vec3 vPosition; | ||
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void main (void) | ||
{ | ||
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0])); | ||
col *= gl_Color; | ||
col = col * col; // SRGB -> Linear | ||
col *= 1.8; | ||
col.r = 1.0 - exp(1.0 - col.r) / exp(1.0); | ||
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0); | ||
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0); | ||
col = sqrt(col); // Linear -> SRGB | ||
float a = col.a; | ||
if(fogDistance != 0.0){ | ||
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); | ||
a = mix(a, 0.0, d); | ||
} | ||
gl_FragColor = vec4(col.r, col.g, col.b, a); | ||
} |
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uniform mat4 mWorldViewProj; | ||
uniform mat4 mInvWorld; | ||
uniform mat4 mTransWorld; | ||
uniform float dayNightRatio; | ||
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varying vec3 vPosition; | ||
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void main(void) | ||
{ | ||
gl_Position = mWorldViewProj * gl_Vertex; | ||
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vPosition = (mWorldViewProj * gl_Vertex).xyz; | ||
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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 * 1.0; // 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 = rg; | ||
color.g = rg; | ||
color.b = b; | ||
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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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