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Remove all bump mapping and parallax occlusion related code.

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lhofhansl committed Oct 17, 2020
1 parent f43d1cf commit ed22260822086f84016aa8384c3174bfc6d1739d
@@ -187,31 +187,23 @@ local function formspec(tabview, name, tabdata)

if shaders_enabled then
tab_string = tab_string ..
"checkbox[8.25,0.5;cb_bumpmapping;" .. fgettext("Bump Mapping") .. ";"
.. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" ..
"checkbox[8.25,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
"checkbox[8.25,0.5;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
.. dump(core.settings:get_bool("tone_mapping")) .. "]" ..
"checkbox[8.25,1.5;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
.. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" ..
"checkbox[8.25,2;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
"checkbox[8.25,1;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
"checkbox[8.25,2.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
"checkbox[8.25,1.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
"checkbox[8.25,3;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
"checkbox[8.25,2;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
else
tab_string = tab_string ..
"label[8.38,0.7;" .. core.colorize("#888888",
fgettext("Bump Mapping")) .. "]" ..
"label[8.38,1.2;" .. core.colorize("#888888",
fgettext("Tone Mapping")) .. "]" ..
"label[8.38,1.7;" .. core.colorize("#888888",
fgettext("Parallax Occlusion")) .. "]" ..
"label[8.38,2.2;" .. core.colorize("#888888",
"label[8.38,1.2;" .. core.colorize("#888888",
fgettext("Waving Liquids")) .. "]" ..
"label[8.38,2.7;" .. core.colorize("#888888",
"label[8.38,1.7;" .. core.colorize("#888888",
fgettext("Waving Leaves")) .. "]" ..
"label[8.38,3.2;" .. core.colorize("#888888",
"label[8.38,2.2;" .. core.colorize("#888888",
fgettext("Waving Plants")) .. "]"
end

@@ -263,18 +255,10 @@ local function handle_settings_buttons(this, fields, tabname, tabdata)
end
return true
end
if fields["cb_bumpmapping"] then
core.settings:set("enable_bumpmapping", fields["cb_bumpmapping"])
return true
end
if fields["cb_tonemapping"] then
core.settings:set("tone_mapping", fields["cb_tonemapping"])
return true
end
if fields["cb_parallax"] then
core.settings:set("enable_parallax_occlusion", fields["cb_parallax"])
return true
end
if fields["cb_waving_water"] then
core.settings:set("enable_waving_water", fields["cb_waving_water"])
return true
@@ -546,31 +546,6 @@ shader_path (Shader path) path
# enhanced, highlights and shadows are gradually compressed.
tone_mapping (Filmic tone mapping) bool false

[***Bumpmapping]

# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.
# Requires shaders to be enabled.
enable_bumpmapping (Bumpmapping) bool false

[***Parallax Occlusion]

# Enables parallax occlusion mapping.
# Requires shaders to be enabled.
enable_parallax_occlusion (Parallax occlusion) bool false

# 0 = parallax occlusion with slope information (faster).
# 1 = relief mapping (slower, more accurate).
parallax_occlusion_mode (Parallax occlusion mode) int 1 0 1

# Number of parallax occlusion iterations.
parallax_occlusion_iterations (Parallax occlusion iterations) int 4

# Overall scale of parallax occlusion effect.
parallax_occlusion_scale (Parallax occlusion scale) float 0.08

# Overall bias of parallax occlusion effect, usually scale/2.
parallax_occlusion_bias (Parallax occlusion bias) float 0.04

[***Waving Nodes]

# Set to true to enable waving liquids (like water).
@@ -1,6 +1,4 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D textureFlags;

uniform vec4 skyBgColor;
uniform float fogDistance;
@@ -17,17 +15,9 @@ varying vec3 vPosition;
// cameraOffset + worldPosition (for large coordinates the limits of float
// precision must be considered).
varying vec3 worldPosition;
varying float area_enable_parallax;

varying vec3 eyeVec;
varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;

bool normalTexturePresent = false;

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

@@ -63,87 +53,10 @@ vec4 applyToneMapping(vec4 color)
}
#endif

void get_texture_flags()
{
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
if (flags.r > 0.5) {
normalTexturePresent = true;
}
}

vec4 get_normal_map(vec2 uv)
{
vec4 bump = texture2D(normalTexture, uv).rgba;
bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
return bump;
}

float find_intersection(vec2 dp, vec2 ds)
{
float depth = 1.0;
float best_depth = 0.0;
float size = 0.0625;
for (int i = 0; i < 15; i++) {
depth -= size;
float h = texture2D(normalTexture, dp + ds * depth).a;
if (depth <= h) {
best_depth = depth;
break;
}
}
depth = best_depth;
for (int i = 0; i < 4; i++) {
size *= 0.5;
float h = texture2D(normalTexture,dp + ds * depth).a;
if (depth <= h) {
best_depth = depth;
depth += size;
} else {
depth -= size;
}
}
return best_depth;
}

void main(void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
get_texture_flags();

#ifdef ENABLE_PARALLAX_OCCLUSION
vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;

#if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information
if (normalTexturePresent && area_enable_parallax > 0.0) {
for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
vec4 normal = texture2D(normalTexture, uv.xy);
float h = normal.a * scale - bias;
uv += h * normal.z * eyeRay;
}
}
#endif
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersection(uv, ds);
uv += dist * ds;
}
#endif
#endif

#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif

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

@@ -155,19 +68,7 @@ void main(void)
}
#endif

#ifdef ENABLE_BUMPMAPPING
if (use_normalmap) {
vec3 L = normalize(lightVec);
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
float diffuse = dot(-E,bump.xyz);
color = (diffuse + 0.1 * specular) * base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif

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

@@ -18,10 +18,6 @@ varying vec3 vPosition;
varying vec3 worldPosition;

varying vec3 eyeVec;
varying vec3 lightVec;
varying vec3 tsEyeVec;
varying vec3 tsLightVec;
varying float area_enable_parallax;

// Color of the light emitted by the light sources.
const vec3 artificialLight = vec3(1.04, 1.04, 1.04);
@@ -86,21 +82,9 @@ float snoise(vec3 p)
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
//TODO: make offset depending on view angle and parallax uv displacement
//thats for textures that doesnt align vertically, like dirt with grass
//gl_TexCoord[0].y += 0.008;

//Allow parallax/relief mapping only for certain kind of nodes
//Variable is also used to control area of the effect
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
area_enable_parallax = 1.0;
#else
area_enable_parallax = 0.0;
#endif


float disp_x;
float disp_z;
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;
@@ -148,32 +132,7 @@ float disp_z;

vPosition = gl_Position.xyz;

// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);
if (dist > 150.0) {
area_enable_parallax = 0.0;
}

vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);

vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);

vec3 v;

lightVec = sunPosition - worldPosition;
v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal);
tsLightVec = normalize (v);

eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
v.x = dot(eyeVec, tangent);
v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal);
tsEyeVec = normalize (v);

// Calculate color.
// Red, green and blue components are pre-multiplied with
@@ -1,6 +1,4 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D textureFlags;

uniform vec4 emissiveColor;
uniform vec4 skyBgColor;
@@ -12,14 +10,8 @@ varying vec3 vPosition;
varying vec3 worldPosition;

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

bool normalTexturePresent = false;
bool texTileableHorizontal = false;
bool texTileableVertical = false;
bool texSeamless = false;

const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = FOG_START;
@@ -57,44 +49,10 @@ vec4 applyToneMapping(vec4 color)
}
#endif

void get_texture_flags()
{
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
if (flags.r > 0.5) {
normalTexturePresent = true;
}
if (flags.g > 0.5) {
texTileableHorizontal = true;
}
if (flags.b > 0.5) {
texTileableVertical = true;
}
if (texTileableHorizontal && texTileableVertical) {
texSeamless = true;
}
}

vec4 get_normal_map(vec2 uv)
{
vec4 bump = texture2D(normalTexture, uv).rgba;
bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
return bump;
}

void main(void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
get_texture_flags();

#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif

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

@@ -106,19 +64,7 @@ void main(void)
}
#endif

#ifdef ENABLE_BUMPMAPPING
if (use_normalmap) {
vec3 L = normalize(lightVec);
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
float diffuse = dot(-E,bump.xyz);
color = (diffuse + 0.1 * specular) * base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif

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

@@ -9,7 +9,6 @@ varying vec3 vPosition;
varying vec3 worldPosition;

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

const float e = 2.718281828459;
@@ -33,10 +32,6 @@ void main(void)
vPosition = gl_Position.xyz;
vNormal = gl_Normal;
worldPosition = (mWorld * gl_Vertex).xyz;

vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);

lightVec = sunPosition - worldPosition;
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;

#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)

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