mirror of
https://github.com/dragonfireclient/dragonfireclient.git
synced 2024-11-23 11:14:01 -05:00
cef016d393
Fragment color for nodes is now calculated from: * Texture color, highlighted by artificial light if present (light color conveyed via vertex color). * Texture color highlighted by natural light (conveyed via vertex color) filtered by shadow. * Reflected day/moonlight filtered by shadow (color and intensity), assuming some portion of the light is directly reflected from the materials.
42 lines
1 KiB
GLSL
42 lines
1 KiB
GLSL
uniform sampler2D ColorMapSampler;
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varying vec4 tPos;
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#ifdef COLORED_SHADOWS
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varying vec3 varColor;
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// c_precision of 128 fits within 7 base-10 digits
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const float c_precision = 128.0;
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const float c_precisionp1 = c_precision + 1.0;
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float packColor(vec3 color)
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{
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return floor(color.b * c_precision + 0.5)
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+ floor(color.g * c_precision + 0.5) * c_precisionp1
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+ floor(color.r * c_precision + 0.5) * c_precisionp1 * c_precisionp1;
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}
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const vec3 black = vec3(0.0);
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#endif
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void main()
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{
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vec4 col = texture2D(ColorMapSampler, gl_TexCoord[0].st);
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#ifndef COLORED_SHADOWS
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if (col.a < 0.5)
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discard;
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#endif
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float depth = 0.5 + tPos.z * 0.5;
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// ToDo: Liso: Apply movement on waving plants
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// depth in [0, 1] for texture
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//col.rgb = col.a == 1.0 ? vec3(1.0) : col.rgb;
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#ifdef COLORED_SHADOWS
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col.rgb *= varColor.rgb;
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// premultiply color alpha (see-through side)
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float packedColor = packColor(col.rgb * (1.0 - col.a));
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gl_FragColor = vec4(depth, packedColor, 0.0,1.0);
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#else
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gl_FragColor = vec4(depth, 0.0, 0.0, 1.0);
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#endif
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}
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