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Improved faces shading with and without shaders.
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RealBadAngel committed Jun 16, 2014
1 parent 9f46cb6 commit a0f7865
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Showing 5 changed files with 52 additions and 45 deletions.
12 changes: 0 additions & 12 deletions client/shaders/nodes_shader/opengl_fragment.glsl
Expand Up @@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
float alpha = gl_Color.a;
vec4 col = vec4(color.rgb, alpha);
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
Expand All @@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#else
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
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20 changes: 13 additions & 7 deletions client/shaders/nodes_shader/opengl_vertex.glsl
Expand Up @@ -63,28 +63,35 @@ void main(void)

vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tileContrast = 0.8;
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
tileContrast = 0.8;
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
tileContrast = 1.2;
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
tileContrast = 0.3;
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
tileContrast = 0.5;
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
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
Expand All @@ -108,7 +115,7 @@ void main(void)

// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 23.0;
rg -= (day - night) / 13.0;

// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
Expand All @@ -118,18 +125,17 @@ void main(void)
// 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);
color.r = rg;
color.g = rg;
color.b = b;

#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
color *= tileContrast;
color = sqrt(color); // Linear -> SRGB
#endif

color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
12 changes: 0 additions & 12 deletions client/shaders/water_surface_shader/opengl_fragment.glsl
Expand Up @@ -99,12 +99,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
float alpha = gl_Color.a;
vec4 col = vec4(color.rgb, alpha);
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, d);
Expand All @@ -113,12 +107,6 @@ vec4 base = texture2D(baseTexture, uv).rgba;
#else
vec4 col = vec4(color.rgb, base.a);
col *= gl_Color;
col = col * col; // SRGB -> Linear
col *= 1.8;
col.r = 1.0 - exp(1.0 - col.r) / e;
col.g = 1.0 - exp(1.0 - col.g) / e;
col.b = 1.0 - exp(1.0 - col.b) / e;
col = sqrt(col); // Linear -> SRGB
if(fogDistance != 0.0){
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
Expand Down
20 changes: 13 additions & 7 deletions client/shaders/water_surface_shader/opengl_vertex.glsl
Expand Up @@ -63,28 +63,35 @@ void main(void)

vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
float tileContrast = 1.0;
if (gl_Normal.x > 0.5) {
// 1.0, 0.0, 0.0
tileContrast = 0.8;
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
tileContrast = 0.8;
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
tileContrast = 1.2;
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
tileContrast = 0.3;
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
tileContrast = 0.5;
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
tileContrast = 0.5;
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
Expand All @@ -108,7 +115,7 @@ void main(void)

// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 23.0;
rg -= (day - night) / 13.0;

// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
Expand All @@ -118,18 +125,17 @@ void main(void)
// 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);
color.r = rg;
color.g = rg;
color.b = b;

#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
// Make sides and bottom darker than the top
color = color * color; // SRGB -> Linear
if(gl_Normal.y <= 0.5)
color *= 0.6;
color *= tileContrast;
color = sqrt(color); // Linear -> SRGB
#endif

color.a = gl_Color.a;
gl_FrontColor = gl_BackColor = color;
gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
}
33 changes: 26 additions & 7 deletions src/mapblock_mesh.cpp
Expand Up @@ -1397,13 +1397,32 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
u8 night = j->second.second;
finalColorBlend(vertices[vertexIndex].Color,
day, night, daynight_ratio);
// Brighten topside (no shaders)
if(vertices[vertexIndex].Normal.Y > 0.5)
{
video::SColor &vc = vertices[vertexIndex].Color;
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
// Make sides and bottom darker than the top
video::SColor &vc = vertices[vertexIndex].Color;
if(vertices[vertexIndex].Normal.Y > 0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0));
} else if (vertices[vertexIndex].Normal.Y < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0));
} else if (vertices[vertexIndex].Normal.X > 0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
} else if (vertices[vertexIndex].Normal.X < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
} else if (vertices[vertexIndex].Normal.Z > 0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
} else if (vertices[vertexIndex].Normal.Z < -0.5) {
vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
}
}
}
Expand Down

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