@@ -14,36 +14,36 @@ varying vec3 eyeVec;
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varying vec3 lightVec;
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varying vec3 tsEyeVec;
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varying vec3 tsLightVec;
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- varying float generate_heightmaps;
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+ varying float generate_heightmaps;
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const float e = 2.718281828459 ;
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const float BS = 10.0 ;
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- float smoothCurve(float x)
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- {
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- return x * x * (3.0 - 2.0 * x);
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+ float smoothCurve(float x)
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+ {
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+ return x * x * (3.0 - 2.0 * x);
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}
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- float triangleWave(float x)
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- {
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- return abs (fract (x + 0.5 ) * 2.0 - 1.0 );
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+ float triangleWave(float x)
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+ {
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+ return abs (fract (x + 0.5 ) * 2.0 - 1.0 );
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}
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- float smoothTriangleWave(float x)
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- {
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- return smoothCurve(triangleWave(x)) * 2.0 - 1.0 ;
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+ float smoothTriangleWave(float x)
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+ {
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+ return smoothCurve(triangleWave(x)) * 2.0 - 1.0 ;
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}
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void main(void )
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{
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gl_TexCoord [0 ] = gl_MultiTexCoord0 ;
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- gl_TexCoord [0 ].y += 0.008 ;
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-
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- #if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
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- generate_heightmaps = 1.0 ;
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- #else
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- generate_heightmaps = 0.0 ;
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- #endif
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-
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- #if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
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+ gl_TexCoord [0 ].y += 0.008 ;
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+
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+ #if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
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+ generate_heightmaps = 1.0 ;
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+ #else
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+ generate_heightmaps = 0.0 ;
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+ #endif
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+
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+ #if ((MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER)
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vec4 pos = gl_Vertex ;
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pos.y -= 2.0 ;
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@@ -87,33 +87,33 @@ void main(void)
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vPosition = gl_Position .xyz;
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worldPosition = (mWorld * gl_Vertex ).xyz;
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-
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- // Don't generate heightmaps when too far from the eye
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- float dist = distance (worldPosition, eyePosition);
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- if (dist > 100.00 ) {
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- generate_heightmaps = 0.0 ;
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- }
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-
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+
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+ // Don't generate heightmaps when too far from the eye
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+ float dist = distance (worldPosition, eyePosition);
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+ if (dist > 100.00 ) {
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+ generate_heightmaps = 0.0 ;
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+ }
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+
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vec3 sunPosition = vec3 (0.0 , eyePosition.y * BS + 900.0 , 0.0 );
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vec3 normal, tangent, binormal;
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normal = normalize (gl_NormalMatrix * gl_Normal );
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- tangent = normalize (gl_NormalMatrix * gl_MultiTexCoord1 .xyz);
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- binormal = normalize (gl_NormalMatrix * - gl_MultiTexCoord2 .xyz);
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-
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- vec3 v;
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+ tangent = normalize (gl_NormalMatrix * gl_MultiTexCoord1 .xyz);
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+ binormal = normalize (gl_NormalMatrix * - gl_MultiTexCoord2 .xyz);
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+
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+ vec3 v;
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lightVec = sunPosition - worldPosition;
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- v.x = dot (lightVec, tangent);
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- v.y = dot (lightVec, binormal);
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- v.z = dot (lightVec, normal);
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- tsLightVec = v;
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-
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- eyeVec = - (gl_ModelViewMatrix * gl_Vertex ).xyz;
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- v.x = dot (eyeVec, tangent);
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- v.y = dot (eyeVec, binormal);
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- v.z = dot (eyeVec, normal);
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- tsEyeVec = v;
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+ v.x = dot (lightVec, tangent);
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+ v.y = dot (lightVec, binormal);
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+ v.z = dot (lightVec, normal);
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+ tsLightVec = v;
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+
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+ eyeVec = - (gl_ModelViewMatrix * gl_Vertex ).xyz;
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+ v.x = dot (eyeVec, tangent);
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+ v.y = dot (eyeVec, binormal);
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+ v.z = dot (eyeVec, normal);
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+ tsEyeVec = v;
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vec4 color;
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float day = gl_Color .r;
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