154 changes: 100 additions & 54 deletions client/shaders/leaves_shader/opengl_fragment.glsl
Original file line number Diff line number Diff line change
@@ -1,54 +1,100 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 eyeVec;

const float e = 2.718281828459;

void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;

#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif

#ifdef ENABLE_BUMPMAPPING
if (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;
}
#else
color = texture2D(baseTexture, uv).rgb;
#endif

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);
}
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 worldPosition;

varying vec3 eyeVec;
varying vec3 lightVec;

bool normalTexturePresent = false;

const float e = 2.718281828459;

float intensity (vec3 color){
return (color.r + color.g + color.b) / 3.0;
}

float get_rgb_height (vec2 uv){
return intensity(texture2D(baseTexture,uv).rgb);
}

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

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

#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
normalTexturePresent = true;
}
#endif

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

#ifdef GENERATE_NORMALMAPS
if (use_normalmap == false){
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
use_normalmap = true;
}
#endif

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

#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),0.5);
float diffuse = dot(E,bump.xyz);
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif

vec4 col = vec4(color.rgb, base.a);
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
col *= gl_Color;
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.rgb, base.a);
}
21 changes: 13 additions & 8 deletions client/shaders/leaves_shader/opengl_vertex.glsl
Original file line number Diff line number Diff line change
@@ -1,13 +1,20 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform mat4 mWorld;

uniform float dayNightRatio;
uniform float animationTimer;

uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 worldPosition;

varying vec3 eyeVec;
varying vec3 lightVec;

const float BS = 10.0;

#ifdef ENABLE_WAVING_LEAVES
float smoothCurve( float x ) {
Expand All @@ -27,7 +34,7 @@ void main(void)

#ifdef ENABLE_WAVING_LEAVES
vec4 pos = gl_Vertex;
vec4 pos2 = mTransWorld*gl_Vertex;
vec4 pos2 = mWorld*gl_Vertex;
pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
Expand All @@ -36,10 +43,13 @@ void main(void)
gl_Position = mWorldViewProj * gl_Vertex;
#endif

vPosition = (mWorldViewProj * gl_Vertex).xyz;
vPosition = gl_Position.xyz;
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;

vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);

Expand Down Expand Up @@ -75,13 +85,8 @@ void main(void)
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
//color *= 0.7;
color = sqrt(color); // Linear -> SRGB

color.a = gl_Color.a;

gl_FrontColor = gl_BackColor = color;

gl_TexCoord[0] = gl_MultiTexCoord0;

}
149 changes: 95 additions & 54 deletions client/shaders/liquids_shader/opengl_fragment.glsl
Original file line number Diff line number Diff line change
@@ -1,54 +1,95 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 eyeVec;

const float e = 2.718281828459;

void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;

#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif

#ifdef ENABLE_BUMPMAPPING
if (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(vec3(-1.0, -0.4, 0.5), 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;
}
#else
color = texture2D(baseTexture, uv).rgb;
#endif

float alpha = gl_Color.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));
alpha = mix(alpha, 0.0, d);
}
gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 worldPosition;

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

const float e = 2.718281828459;

float intensity (vec3 color){
return (color.r + color.g + color.b) / 3.0;
}

float get_rgb_height (vec2 uv){
return intensity(texture2D(baseTexture,uv).rgb);
}

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

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

#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif

#ifdef GENERATE_NORMALMAPS
if (use_normalmap == false){
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
use_normalmap = true;
}
#endif

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

#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),0.5);
float diffuse = dot(E,bump.xyz);
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif

float alpha = gl_Color.a;
vec4 col = vec4(color.rgb, alpha);
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
col *= gl_Color;
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
}
gl_FragColor = vec4(color.rgb, alpha);
}
67 changes: 57 additions & 10 deletions client/shaders/liquids_shader/opengl_vertex.glsl
Original file line number Diff line number Diff line change
@@ -1,40 +1,84 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform mat4 mWorld;

uniform float dayNightRatio;
uniform float animationTimer;

uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 worldPosition;

varying vec3 eyeVec;
varying vec3 lightVec;

varying vec3 tsEyeVec;
varying vec3 tsLightVec;

const float BS = 10.0;

void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;

#ifdef ENABLE_WAVING_WATER
vec4 pos2 = gl_Vertex;
pos2.y -= 2.0;
pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
gl_Position = mWorldViewProj * pos2;
vPosition = gl_Position.xyz;
#else
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = gl_Position.xyz;
#endif

worldPosition = (mWorld * gl_Vertex).xyz;
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);

vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
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));
}
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);

lightVec = sunPosition - worldPosition;
tsLightVec = lightVec * tbnMatrix;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix;

vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);

float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;

/*color.r = mix(night, day, dayNightRatio);
color.g = color.r;
color.b = color.r;*/

float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
Expand All @@ -54,10 +98,13 @@ void main(void)
color.r = clamp(rg,0.0,1.0);
color.g = clamp(rg,0.0,1.0);
color.b = clamp(b,0.0,1.0);

// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
color = sqrt(color); // Linear -> SRGB
color.a = gl_Color.a;

gl_FrontColor = gl_BackColor = color;

gl_TexCoord[0] = gl_MultiTexCoord0;

}
148 changes: 94 additions & 54 deletions client/shaders/plants_shader/opengl_fragment.glsl
Original file line number Diff line number Diff line change
@@ -1,54 +1,94 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 eyeVec;

const float e = 2.718281828459;

void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;

#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif

#ifdef ENABLE_BUMPMAPPING
if (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;
}
#else
color = texture2D(baseTexture, uv).rgb;
#endif

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);
}
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 worldPosition;

varying vec3 eyeVec;
varying vec3 lightVec;

bool normalTexturePresent = false;

const float e = 2.718281828459;

float intensity (vec3 color){
return (color.r + color.g + color.b) / 3.0;
}

float get_rgb_height (vec2 uv){
return intensity(texture2D(baseTexture,uv).rgb);
}

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

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

#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif

#ifdef GENERATE_NORMALMAPS
if (use_normalmap == false){
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
use_normalmap = true;
}
#endif

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

#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),0.5);
float diffuse = dot(E,bump.xyz);
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif

vec4 col = vec4(color.rgb, base.a);
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
col *= gl_Color;
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.rgb, base.a);
}
21 changes: 14 additions & 7 deletions client/shaders/plants_shader/opengl_vertex.glsl
Original file line number Diff line number Diff line change
@@ -1,13 +1,20 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform mat4 mWorld;

uniform float dayNightRatio;
uniform float animationTimer;

uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 worldPosition;

varying vec3 eyeVec;
varying vec3 lightVec;

const float BS = 10.0;

#ifdef ENABLE_WAVING_PLANTS
float smoothCurve( float x ) {
Expand All @@ -23,12 +30,11 @@ float smoothTriangleWave( float x ) {

void main(void)
{

gl_TexCoord[0] = gl_MultiTexCoord0;

#ifdef ENABLE_WAVING_PLANTS
vec4 pos = gl_Vertex;
vec4 pos2 = mTransWorld * gl_Vertex;
vec4 pos2 = mWorld * gl_Vertex;
if (gl_TexCoord[0].y < 0.05) {
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
Expand All @@ -38,9 +44,13 @@ void main(void)
gl_Position = mWorldViewProj * gl_Vertex;
#endif

vPosition = (mWorldViewProj * gl_Vertex).xyz;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = gl_Position.xyz;
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;

vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);

Expand Down Expand Up @@ -76,11 +86,8 @@ void main(void)
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
//color *= 0.7;
color = sqrt(color); // Linear -> SRGB

color.a = gl_Color.a;

gl_FrontColor = gl_BackColor = color;

}
200 changes: 110 additions & 90 deletions client/shaders/solids_shader/opengl_fragment.glsl
Original file line number Diff line number Diff line change
@@ -1,90 +1,110 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 eyeVec;

#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif

const float e = 2.718281828459;

void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;

#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif

#ifdef ENABLE_PARALLAX_OCCLUSION
float height;
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);

if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
#endif

/* Steep parallax code, for future use
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
const float numSteps = 40.0;
float height = 1.0;
float step = 1.0 / numSteps;
vec4 NB = texture2D(normalTexture, uv);
vec2 delta = tsEye * parallaxMappingScale / numSteps;
for (float i = 0.0; i < numSteps; i++) {
if (NB.a < height) {
height -= step;
uv += delta;
NB = texture2D(normalTexture, uv);
} else {
break;
}
}
}
*/

#ifdef ENABLE_BUMPMAPPING
if (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;
}
#else
color = texture2D(baseTexture, uv).rgb;
#endif

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);
}
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;

uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 worldPosition;

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

bool normalTexturePresent = false;

const float e = 2.718281828459;

float intensity (vec3 color){
return (color.r + color.g + color.b) / 3.0;
}

float get_rgb_height (vec2 uv){
return intensity(texture2D(baseTexture,uv).rgb);
}

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

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

#ifdef USE_NORMALMAPS
if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){
normalTexturePresent = true;
}
#endif

#ifdef ENABLE_PARALLAX_OCCLUSION
if (normalTexturePresent){
vec3 tsEye = normalize(tsEyeVec);
float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS;
uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y);
}
#endif

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

#ifdef GENERATE_NORMALMAPS
if (use_normalmap == false){
float tl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y+SAMPLE_STEP));
float t = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float tr = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y+SAMPLE_STEP));
float r = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y));
float br = get_rgb_height (vec2(uv.x+SAMPLE_STEP,uv.y-SAMPLE_STEP));
float b = get_rgb_height (vec2(uv.x,uv.y-SAMPLE_STEP));
float bl = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y-SAMPLE_STEP));
float l = get_rgb_height (vec2(uv.x-SAMPLE_STEP,uv.y));
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
bump = vec4 (normalize(vec3 (dX, -dY, NORMALMAPS_STRENGTH)),1.0);
use_normalmap = true;
}
#endif

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

#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),0.5);
float diffuse = dot(E,bump.xyz);
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif

vec4 col = vec4(color.rgb, base.a);
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
col *= gl_Color;
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.rgb, base.a);
}
38 changes: 17 additions & 21 deletions client/shaders/solids_shader/opengl_vertex.glsl
Original file line number Diff line number Diff line change
@@ -1,27 +1,33 @@
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform mat4 mWorld;

uniform float dayNightRatio;

uniform vec3 eyePosition;

varying vec3 vPosition;
varying vec3 worldPosition;

varying vec3 eyeVec;
varying vec3 lightVec;

#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif
varying vec3 tsLightVec;

const float BS = 10.0;

void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = gl_Position.xyz;
worldPosition = (mWorld * gl_Vertex).xyz;
vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);

#ifdef ENABLE_PARALLAX_OCCLUSION
vec3 normal,tangent,binormal;
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);

if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
Expand All @@ -47,25 +53,20 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}

mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);

tsEyeVec = normalize(eyeVec * tbnMatrix);
#endif
lightVec = sunPosition - worldPosition;
tsLightVec = lightVec * tbnMatrix;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
tsEyeVec = eyeVec * tbnMatrix;

vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);

float day = gl_Color.r;
float night = gl_Color.g;
float light_source = gl_Color.b;

/*color.r = mix(night, day, dayNightRatio);
color.g = color.r;
color.b = color.r;*/

float rg = mix(night, day, dayNightRatio);
rg += light_source * 2.5; // Make light sources brighter
float b = rg;
Expand All @@ -90,13 +91,8 @@ void main(void)
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
//color *= 0.7;
color = sqrt(color); // Linear -> SRGB

color.a = gl_Color.a;

gl_FrontColor = gl_BackColor = color;

gl_TexCoord[0] = gl_MultiTexCoord0;

}
8 changes: 8 additions & 0 deletions minetest.conf.example
Original file line number Diff line number Diff line change
Expand Up @@ -173,6 +173,14 @@
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
# Set to true enables parallax occlusion mapping. Requires shaders enabled.
#generate_normalmaps = false
# Set to true enables on the fly normalmap generation (Emboss effect).
# Requires bumpmapping enabled.
#normalmaps_strength = 0.6
# Strength of generated normalmaps
#normalmaps_smooth = 1
# Defines sampling step of texture (0 - 2)
# Higher the value normal maps will be smoother
#enable_parallax_occlusion = false
# Scale of parallax occlusion effect
#parallax_occlusion_scale = 0.08
Expand Down
7 changes: 5 additions & 2 deletions src/defaultsettings.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -129,8 +129,11 @@ void set_default_settings(Settings *settings)
settings->setDefault("preload_item_visuals", "true");
settings->setDefault("enable_bumpmapping", "false");
settings->setDefault("enable_parallax_occlusion", "false");
settings->setDefault("parallax_occlusion_scale", "0.08");
settings->setDefault("parallax_occlusion_bias", "0.04");
settings->setDefault("generate_normalmaps", "false");
settings->setDefault("normalmaps_strength", "0.6");
settings->setDefault("normalmaps_smooth", "1");
settings->setDefault("parallax_occlusion_scale", "0.07");
settings->setDefault("parallax_occlusion_bias", "0.035");
settings->setDefault("enable_waving_water", "false");
settings->setDefault("water_wave_height", "1.0");
settings->setDefault("water_wave_length", "20.0");
Expand Down
5 changes: 4 additions & 1 deletion src/game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -817,14 +817,17 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);
services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3);

// Normal map texture layer
// Uniform sampler layers
int layer0 = 0;
int layer1 = 1;
int layer2 = 2;
// before 1.8 there isn't a "integer interface", only float
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
services->setPixelShaderConstant("baseTexture" , (irr::f32*)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1);
services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1);
#else
services->setPixelShaderConstant("baseTexture" , (irr::s32*)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1);
services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1);
#endif
Expand Down
56 changes: 33 additions & 23 deletions src/mapblock_mesh.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1212,20 +1212,25 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
ITextureSource *tsrc = data->m_gamedef->tsrc();
material.setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_bumpmapping || enable_parallax_occlusion) {
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
std::string normal_ext = "_normal.png";
size_t pos = fname_base.find(".");
std::string fname_normal = fname_base.substr(0, pos) + normal_ext;

if (tsrc->isKnownSourceImage(fname_normal)) {
// look for image extension and replace it
size_t i = 0;
while ((i = fname_base.find(".", i)) != std::string::npos) {
fname_base.replace(i, 4, normal_ext);
i += normal_ext.length();
}
material.setTexture(1, tsrc->getTexture(fname_base));
if (tsrc->isKnownSourceImage("override_normal.png")){
material.setTexture(1, tsrc->getTexture("override_normal.png"));
material.setTexture(2, tsrc->getTexture("enable_img.png"));
} else {
std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
std::string normal_ext = "_normal.png";
size_t pos = fname_base.find(".");
std::string fname_normal = fname_base.substr(0, pos) + normal_ext;

if (tsrc->isKnownSourceImage(fname_normal)) {
// look for image extension and replace it
size_t i = 0;
while ((i = fname_base.find(".", i)) != std::string::npos) {
fname_base.replace(i, 4, normal_ext);
i += normal_ext.length();
}
material.setTexture(1, tsrc->getTexture(fname_base));
material.setTexture(2, tsrc->getTexture("enable_img.png"));
}
}
}
p.tile.applyMaterialOptionsWithShaders(material,
Expand Down Expand Up @@ -1366,17 +1371,22 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion))
{
std::string fname_base,fname_normal;
fname_base = tsrc->getTextureName(tile.texture_id);
unsigned pos;
pos = fname_base.find(".");
fname_normal = fname_base.substr (0, pos);
fname_normal += "_normal.png";
if (tsrc->isKnownSourceImage(fname_normal)){
os.str("");
os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
if (tsrc->isKnownSourceImage("override_normal.png")){
buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
} else {
std::string fname_base,fname_normal;
fname_base = tsrc->getTextureName(tile.texture_id);
unsigned pos;
pos = fname_base.find(".");
fname_normal = fname_base.substr (0, pos);
fname_normal += "_normal.png";
if (tsrc->isKnownSourceImage(fname_normal)){
os.str("");
os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
}
}
}
}
Expand Down
42 changes: 38 additions & 4 deletions src/shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -240,12 +240,20 @@ class MainShaderConstantSetter : public IShaderConstantSetter
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);

// set transposed world matrix
core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
transWorld = transWorld.getTransposed();
if(is_highlevel)
services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
else
services->setVertexShaderConstant(transWorld.pointer(), 8, 4);

// set world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
world = world.getTransposed();
if(is_highlevel)
services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
services->setVertexShaderConstant("mWorld", world.pointer(), 16);
else
services->setVertexShaderConstant(world.pointer(), 8, 4);

}

private:
Expand Down Expand Up @@ -673,7 +681,33 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,

// Create shaders header
std::string shaders_header = "#version 120\n";


if (g_settings->getBool("generate_normalmaps")){
shaders_header += "#define GENERATE_NORMALMAPS\n";
shaders_header += "#define NORMALMAPS_STRENGTH ";
shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
shaders_header += "\n";
float sample_step;
int smooth = (int)g_settings->getFloat("normalmaps_smooth");
switch (smooth){
case 0:
sample_step = 0.0078125; // 1.0 / 128.0
break;
case 1:
sample_step = 0.00390625; // 1.0 / 256.0
break;
case 2:
sample_step = 0.001953125; // 1.0 / 512.0
break;
default:
sample_step = 0.0078125;
break;
}
shaders_header += "#define SAMPLE_STEP ";
shaders_header += ftos(sample_step);
shaders_header += "\n";
}

if (g_settings->getBool("enable_bumpmapping"))
shaders_header += "#define ENABLE_BUMPMAPPING\n";

Expand All @@ -685,7 +719,7 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device,
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
shaders_header += "\n";
}
}

if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
shaders_header += "#define USE_NORMALMAPS\n";
Expand Down