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Illuna-Minetest
illuna-minetest
Commits
8a85e5e5
Commit
8a85e5e5
authored
9 years ago
by
RealBadAngel
Browse files
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Shaders fixes and cleanup relief mapping code.
parent
75d2cfef
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3 changed files
client/shaders/nodes_shader/opengl_fragment.glsl
+24
-39
24 additions, 39 deletions
client/shaders/nodes_shader/opengl_fragment.glsl
client/shaders/nodes_shader/opengl_vertex.glsl
+5
-5
5 additions, 5 deletions
client/shaders/nodes_shader/opengl_vertex.glsl
src/shader.cpp
+4
-1
4 additions, 1 deletion
src/shader.cpp
with
33 additions
and
45 deletions
client/shaders/nodes_shader/opengl_fragment.glsl
+
24
−
39
View file @
8a85e5e5
...
...
@@ -39,37 +39,21 @@ vec4 get_normal_map(vec2 uv)
float
find_intersection
(
vec2
dp
,
vec2
ds
)
{
const
int
linear_steps
=
10
;
const
int
binary_steps
=
5
;
const
float
depth_step
=
1
.
0
/
linear_steps
;
float
size
=
depth_step
;
const
float
depth_step
=
1
.
0
/
24
.
0
;
float
depth
=
1
.
0
;
float
best_depth
=
1
.
0
;
for
(
int
i
=
0
;
i
<
linear_steps
-
1
;
++
i
)
{
vec4
t
=
texture2D
(
normalTexture
,
dp
+
ds
*
depth
);
if
(
best_depth
>
0
.
05
)
if
(
depth
>=
t
.
a
)
best_depth
=
depth
;
depth
-=
size
;
}
depth
=
best_depth
-
size
;
for
(
int
i
=
0
;
i
<
binary_steps
;
++
i
)
{
size
*=
0
.
5
;
vec4
t
=
texture2D
(
normalTexture
,
dp
+
ds
*
depth
);
if
(
depth
>=
t
.
a
)
{
best_depth
=
depth
;
depth
-=
2
*
size
;
}
depth
+=
size
;
for
(
int
i
=
0
;
i
<
24
;
i
++
)
{
float
h
=
texture2D
(
normalTexture
,
dp
+
ds
*
depth
).
a
;
if
(
h
>=
depth
)
break
;
depth
-=
depth_step
;
}
return
best_
depth
;
return
depth
;
}
float
find_intersectionRGB
(
vec2
dp
,
vec2
ds
)
{
const
float
iterations
=
24
.
0
;
const
float
depth_step
=
1
.
0
/
iterations
;
const
float
depth_step
=
1
.
0
/
24
.
0
;
float
depth
=
1
.
0
;
for
(
int
i
=
0
;
i
<
iterations
;
i
++
)
{
for
(
int
i
=
0
;
i
<
24
;
i
++
)
{
float
h
=
get_rgb_height
(
dp
+
ds
*
depth
);
if
(
h
>=
depth
)
break
;
...
...
@@ -85,40 +69,41 @@ void main (void)
vec2
uv
=
gl_TexCoord
[
0
].
st
;
bool
use_normalmap
=
false
;
#if
def
USE_NORMALMAPS
#if USE_NORMALMAPS
== 1
if
(
texture2D
(
useNormalmap
,
vec2
(
1
.
0
,
1
.
0
)).
r
>
0
.
0
)
{
normalTexturePresent
=
true
;
}
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
vec3
eyeRay
=
normalize
(
tsEyeVec
);
vec2
eyeRay
=
vec2
(
tsEyeVec
.
x
,
-
tsEyeVec
.
y
);
const
float
scale
=
PARALLAX_OCCLUSION_SCALE
/
PARALLAX_OCCLUSION_ITERATIONS
;
const
float
bias
=
PARALLAX_OCCLUSION_BIAS
/
PARALLAX_OCCLUSION_ITERATIONS
;
#if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information
if
(
normalTexturePresent
&&
area_enable_parallax
>
0
.
0
)
{
const
float
scale
=
PARALLAX_OCCLUSION_SCALE
/
PARALLAX_OCCLUSION_ITERATIONS
;
const
float
bias
=
PARALLAX_OCCLUSION_BIAS
/
PARALLAX_OCCLUSION_ITERATIONS
;
for
(
int
i
=
0
;
i
<
PARALLAX_OCCLUSION_ITERATIONS
;
i
++
)
{
for
(
int
i
=
0
;
i
<
PARALLAX_OCCLUSION_ITERATIONS
;
i
++
)
{
vec4
normal
=
texture2D
(
normalTexture
,
uv
.
xy
);
float
h
=
normal
.
a
*
scale
-
bias
;
uv
+=
h
*
normal
.
z
*
eyeRay
.
xy
;
uv
+=
h
*
normal
.
z
*
eyeRay
;
}
#endif
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if
(
normalTexturePresent
&&
area_enable_parallax
>
0
.
0
)
{
vec2
ds
=
eyeRay
.
xy
*
PARALLAX_OCCLUSION_SCALE
;
vec2
ds
=
eyeRay
*
PARALLAX_OCCLUSION_SCALE
;
float
dist
=
find_intersection
(
uv
,
ds
);
uv
+=
dist
*
ds
;
#endif
}
else
if
(
area_enable_parallax
>
0
.
0
)
{
vec2
ds
=
eyeRay
.
xy
*
PARALLAX_OCCLUSION_SCALE
;
}
else
if
(
GENERATE_NORMALMAPS
==
1
&&
area_enable_parallax
>
0
.
0
)
{
vec2
ds
=
eyeRay
*
PARALLAX_OCCLUSION_SCALE
;
float
dist
=
find_intersectionRGB
(
uv
,
ds
);
uv
+=
dist
*
ds
;
}
#endif
#if
def
USE_NORMALMAPS
#if USE_NORMALMAPS
== 1
if
(
normalTexturePresent
)
{
bump
=
get_normal_map
(
uv
);
use_normalmap
=
true
;
...
...
@@ -136,7 +121,7 @@ void main (void)
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
);
bump
=
vec4
(
normalize
(
vec3
(
dX
,
dY
,
NORMALMAPS_STRENGTH
)),
1
.
0
);
use_normalmap
=
true
;
}
...
...
@@ -145,9 +130,9 @@ void main (void)
#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
),
1
.
0
);
float
diffuse
=
dot
(
E
,
bump
.
xyz
);
vec3
E
=
normalize
(
eyeVec
);
float
specular
=
pow
(
clamp
(
dot
(
reflect
(
L
,
bump
.
xyz
),
E
),
0
.
0
,
1
.
0
),
1
.
0
);
float
diffuse
=
dot
(
-
E
,
bump
.
xyz
);
color
=
(
diffuse
+
0
.
1
*
specular
)
*
base
.
rgb
;
}
else
{
color
=
base
.
rgb
;
...
...
This diff is collapsed.
Click to expand it.
client/shaders/nodes_shader/opengl_vertex.glsl
+
5
−
5
View file @
8a85e5e5
...
...
@@ -41,7 +41,7 @@ void main(void)
//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)
&& GENERATE_NORMALMAPS)
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
area_enable_parallax
=
1
.
0
;
#else
area_enable_parallax
=
0
.
0
;
...
...
@@ -94,7 +94,7 @@ void main(void)
// Don't generate heightmaps when too far from the eye
float
dist
=
distance
(
vec3
(
0
.
0
,
0
.
0
,
0
.
0
),
vPosition
);
if
(
dist
>
1
0
0
.
0
)
{
if
(
dist
>
1
2
0
.
0
)
{
area_enable_parallax
=
0
.
0
;
}
...
...
@@ -103,7 +103,7 @@ void main(void)
vec3
normal
,
tangent
,
binormal
;
normal
=
normalize
(
gl_NormalMatrix
*
gl_Normal
);
tangent
=
normalize
(
gl_NormalMatrix
*
gl_MultiTexCoord1
.
xyz
);
binormal
=
normalize
(
gl_NormalMatrix
*
-
gl_MultiTexCoord2
.
xyz
);
binormal
=
normalize
(
gl_NormalMatrix
*
gl_MultiTexCoord2
.
xyz
);
vec3
v
;
...
...
@@ -111,13 +111,13 @@ void main(void)
v
.
x
=
dot
(
lightVec
,
tangent
);
v
.
y
=
dot
(
lightVec
,
binormal
);
v
.
z
=
dot
(
lightVec
,
normal
);
tsLightVec
=
v
;
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
=
v
;
tsEyeVec
=
normalize
(
v
)
;
vec4
color
;
float
day
=
gl_Color
.
r
;
...
...
This diff is collapsed.
Click to expand it.
src/shader.cpp
+
4
−
1
View file @
8a85e5e5
...
...
@@ -731,8 +731,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
shaders_header
+=
"
\n
"
;
}
shaders_header
+=
"#define USE_NORMALMAPS "
;
if
(
g_settings
->
getBool
(
"enable_bumpmapping"
)
||
g_settings
->
getBool
(
"enable_parallax_occlusion"
))
shaders_header
+=
"#define USE_NORMALMAPS
\n
"
;
shaders_header
+=
"1
\n
"
;
else
shaders_header
+=
"0
\n
"
;
if
(
g_settings
->
getBool
(
"enable_waving_water"
)){
shaders_header
+=
"#define ENABLE_WAVING_WATER 1
\n
"
;
...
...
This diff is collapsed.
Click to expand it.
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