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Illuna-Minetest
illuna-minetest
Commits
0b875560
Commit
0b875560
authored
9 years ago
by
paramat
Committed by
est31
9 years ago
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Shaders: use triple-frequency waving for leaves and plants
parent
4967e483
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1
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1 changed file
client/shaders/nodes_shader/opengl_vertex.glsl
+23
-25
23 additions, 25 deletions
client/shaders/nodes_shader/opengl_vertex.glsl
with
23 additions
and
25 deletions
client/shaders/nodes_shader/opengl_vertex.glsl
+
23
−
25
View file @
0b875560
...
...
@@ -15,23 +15,30 @@ varying vec3 lightVec;
varying
vec3
tsEyeVec
;
varying
vec3
tsLightVec
;
varying
float
area_enable_parallax
;
varying
float
disp
;
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
;
...
...
@@ -47,48 +54,39 @@ void main(void)
area_enable_parallax
=
0
.
0
;
#endif
#if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
vec4
pos2
=
mWorld
*
gl_Vertex
;
float
tOffset
=
(
pos2
.
x
+
pos2
.
y
)
*
0
.
001
+
pos2
.
z
*
0
.
002
;
disp
=
(
smoothTriangleWave
(
animationTimer
*
31
.
0
+
tOffset
)
+
smoothTriangleWave
(
animationTimer
*
29
.
0
+
tOffset
)
+
smoothTriangleWave
(
animationTimer
*
13
.
0
+
tOffset
))
-
0
.
9
;
#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
;
pos
.
x
+=
disp
*
0
.
1
;
pos
.
y
+=
disp
*
0
.
1
;
pos
.
z
+=
disp
;
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
;
pos
.
z
+=
disp
;
}
gl_Position
=
mWorldViewProj
*
pos
;
#else
gl_Position
=
mWorldViewProj
*
gl_Vertex
;
#endif
vPosition
=
gl_Position
.
xyz
;
worldPosition
=
(
mWorld
*
gl_Vertex
).
xyz
;
...
...
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