1 uniform mat4 mWorldViewProj;
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2 uniform mat4 mInvWorld;
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3 uniform mat4 mTransWorld;
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4 uniform float dayNightRatio;
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5 uniform float animationTimer;
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7 uniform vec3 eyePosition;
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9 varying vec3 vPosition;
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10 varying vec3 eyeVec;
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14 #ifdef ENABLE_WAVING_WATER
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15 vec4 pos2 = gl_Vertex;
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17 pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
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18 + sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
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19 gl_Position = mWorldViewProj * pos2;
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21 gl_Position = mWorldViewProj * gl_Vertex;
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24 eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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25 vPosition = (mWorldViewProj * gl_Vertex).xyz;
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28 //color = vec4(1.0, 1.0, 1.0, 1.0);
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30 float day = gl_Color.r;
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31 float night = gl_Color.g;
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32 float light_source = gl_Color.b;
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34 /*color.r = mix(night, day, dayNightRatio);
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36 color.b = color.r;*/
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38 float rg = mix(night, day, dayNightRatio);
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39 rg += light_source * 2.5; // Make light sources brighter
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42 // Moonlight is blue
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43 b += (day - night) / 13.0;
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44 rg -= (day - night) / 13.0;
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46 // Emphase blue a bit in darker places
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47 // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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48 b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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50 // Artificial light is yellow-ish
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51 // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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52 rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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54 color.r = clamp(rg,0.0,1.0);
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55 color.g = clamp(rg,0.0,1.0);
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56 color.b = clamp(b,0.0,1.0);
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57 color.a = gl_Color.a;
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59 gl_FrontColor = gl_BackColor = color;
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61 gl_TexCoord[0] = gl_MultiTexCoord0;
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