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- #define NDT_NORMAL 0
- #define NDT_AIRLIKE 1
- #define NDT_LIQUID 2
- #define NDT_FLOWINGLIQUID 3
- #define NDT_GLASSLIKE 4
- #define NDT_ALLFACES 5
- #define NDT_ALLFACES_OPTIONAL 6
- #define NDT_TORCHLIKE 7
- #define NDT_SIGNLIKE 8
- #define NDT_PLANTLIKE 9
- #define NDT_FENCELIKE 10
- #define NDT_RAILLIKE 11
- #define NDT_NODEBOX 12
- #define NDT_GLASSLIKE_FRAMED 13
- #define TILE_MATERIAL_BASIC 0
- #define TILE_MATERIAL_ALPHA 1
- #define TILE_MATERIAL_LIQUID_TRANSPARENT 2
- #define TILE_MATERIAL_LIQUID_OPAQUE 3
- #define TILE_MATERIAL_LEAVES 4
- #define TILE_MATERIAL_PLANTS 5
- 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;
- 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;
- vec4 pos, pos2;
- switch (MATERIAL_TYPE){
- case TILE_MATERIAL_PLANTS:
- pos = gl_Vertex;
- 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;
- }
- gl_Position = mWorldViewProj * pos;
- break;
- case TILE_MATERIAL_LEAVES:
- pos = gl_Vertex;
- 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;
- gl_Position = mWorldViewProj * pos;
- break;
- case TILE_MATERIAL_LIQUID_TRANSPARENT:
- case TILE_MATERIAL_LIQUID_OPAQUE:
- #ifdef ENABLE_WAVING_WATER
- pos = gl_Vertex;
- pos.y -= 2.0;
- pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
- + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
- gl_Position = mWorldViewProj * pos;
- #else
- gl_Position = mWorldViewProj * gl_Vertex;
- #endif
- break;
- default:
- gl_Position = mWorldViewProj * gl_Vertex;
- }
- vPosition = gl_Position.xyz;
- 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;
- tsEyeVec = eyeVec * tbnMatrix;
- 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) / 13.0;
- // 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 = 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;
- }
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