uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform mat4 mWorld; uniform float dayNightRatio; uniform vec3 eyePosition; uniform float animationTimer; varying vec3 vPosition; varying vec3 worldPosition; varying vec3 eyeVec; varying vec3 lightVec; varying vec3 tsEyeVec; varying vec3 tsLightVec; varying float area_enable_parallax; const float e = 2.718281828459; const float BS = 10.0; float smoothCurve(float x) { return x * x * (3.0 - 2.0 * x); } float triangleWave(float x) { return abs(fract(x + 0.5) * 2.0 - 1.0); } float smoothTriangleWave(float x) { return smoothCurve(triangleWave(x)) * 2.0 - 1.0; } 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 #if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER) vec4 pos = gl_Vertex; pos.y -= 2.0; float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES vec4 pos = gl_Vertex; vec4 pos2 = mWorld * gl_Vertex; /* * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) * And bufferize calcul to a float */ float pos2XpZ = pos2.x + pos2.z; pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4; pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2; pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4; gl_Position = mWorldViewProj * pos; #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS vec4 pos = gl_Vertex; vec4 pos2 = mWorld * gl_Vertex; if (gl_TexCoord[0].y < 0.05) { /* * Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) * replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) * And bufferize calcul to a float */ float pos2XpZ = pos2.x + pos2.z; pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8; pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4; } gl_Position = mWorldViewProj * pos; #else gl_Position = mWorldViewProj * gl_Vertex; #endif vPosition = gl_Position.xyz; worldPosition = (mWorld * gl_Vertex).xyz; // Don't generate heightmaps when too far from the eye float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition); if (dist > 300.0) { 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); vec4 color; float day = gl_Color.r; float night = gl_Color.g; float light_source = gl_Color.b; float rg = mix(night, day, dayNightRatio); rg += light_source * 2.5; // Make light sources brighter float b = rg; // Moonlight is blue b += (day - night) / 13.0; rg -= (day - night) / 23.0; // 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); // 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); color.r = rg; color.g = rg; color.b = b; color.a = gl_Color.a; gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0); }