diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index d1fba2830..40f0965e1 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -165,41 +165,34 @@ void main(void) smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5; #endif - worldPosition = (mWorld * inVertexPosition).xyz; - + vec4 pos = inVertexPosition; // 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 = inVertexPosition; - vec3 wavePos = worldPosition + cameraOffset; + vec3 wavePos = (mWorld * pos).xyz + cameraOffset; // The waves are slightly compressed along the z-axis to get // wave-fronts along the x-axis. 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 = 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 = inVertexPosition; if (varTexCoord.y < 0.05) { pos.x += disp_x; pos.z += disp_z; } - gl_Position = mWorldViewProj * pos; -#else - gl_Position = mWorldViewProj * inVertexPosition; #endif + worldPosition = (mWorld * pos).xyz; + gl_Position = mWorldViewProj * pos; vPosition = gl_Position.xyz; - eyeVec = -(mWorldView * inVertexPosition).xyz; + eyeVec = -(mWorldView * pos).xyz; vNormal = inVertexNormal; // Calculate color. @@ -228,18 +221,25 @@ void main(void) #ifdef ENABLE_DYNAMIC_SHADOWS if (f_shadow_strength > 0.0) { +#if MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS + // The shadow shaders don't apply waving when creating the shadow-map. + // We are using the not waved inVertexPosition to avoid ugly self-shadowing. + vec4 shadow_pos = inVertexPosition; +#else + vec4 shadow_pos = pos; +#endif vec3 nNormal; f_normal_length = length(vNormal); /* normalOffsetScale is in world coordinates (1/10th of a meter) z_bias is in light space coordinates */ float normalOffsetScale, z_bias; - float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition)); + float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos)); if (f_normal_length > 0.0) { nNormal = normalize(vNormal); cosLight = dot(nNormal, -v_LightDirection); float sinLight = pow(1 - pow(cosLight, 2.0), 0.5); - normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) / + normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) / xyPerspectiveBias1 / f_textureresolution; z_bias = 1.0 * sinLight / cosLight; } @@ -252,7 +252,7 @@ void main(void) } z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar; - shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz; + shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (shadow_pos + vec4(normalOffsetScale * nNormal, 0.0))).xyz; shadow_position.z -= z_bias; perspective_factor = pFactor;