1 uniform mat4 mWorldViewProj;
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2 uniform mat4 mInvWorld;
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3 uniform mat4 mTransWorld;
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6 uniform float dayNightRatio;
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7 uniform vec3 eyePosition;
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8 uniform float animationTimer;
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10 varying vec3 vPosition;
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11 varying vec3 worldPosition;
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13 varying vec3 eyeVec;
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14 varying vec3 lightVec;
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15 varying vec3 tsEyeVec;
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16 varying vec3 tsLightVec;
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18 const float e = 2.718281828459;
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19 const float BS = 10.0;
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21 float smoothCurve( float x ) {
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22 return x * x *( 3.0 - 2.0 * x );
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24 float triangleWave( float x ) {
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25 return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
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27 float smoothTriangleWave( float x ) {
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28 return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
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33 gl_TexCoord[0] = gl_MultiTexCoord0;
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35 #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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36 vec4 pos = gl_Vertex;
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38 pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
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39 + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
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40 gl_Position = mWorldViewProj * pos;
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41 #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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42 vec4 pos = gl_Vertex;
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43 vec4 pos2 = mWorld * gl_Vertex;
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44 pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
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45 pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
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46 pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
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47 gl_Position = mWorldViewProj * pos;
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48 #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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49 vec4 pos = gl_Vertex;
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50 vec4 pos2 = mWorld * gl_Vertex;
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51 if (gl_TexCoord[0].y < 0.05) {
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52 pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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53 pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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55 gl_Position = mWorldViewProj * pos;
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57 gl_Position = mWorldViewProj * gl_Vertex;
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60 vPosition = gl_Position.xyz;
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61 worldPosition = (mWorld * gl_Vertex).xyz;
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62 vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);
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64 vec3 normal, tangent, binormal;
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65 normal = normalize(gl_NormalMatrix * gl_Normal);
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66 if (gl_Normal.x > 0.5) {
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68 tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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69 binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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70 } else if (gl_Normal.x < -0.5) {
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72 tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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73 binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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74 } else if (gl_Normal.y > 0.5) {
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76 tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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77 binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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78 } else if (gl_Normal.y < -0.5) {
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80 tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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81 binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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82 } else if (gl_Normal.z > 0.5) {
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84 tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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85 binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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86 } else if (gl_Normal.z < -0.5) {
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88 tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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89 binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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91 mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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92 tangent.y, binormal.y, normal.y,
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93 tangent.z, binormal.z, normal.z);
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95 lightVec = sunPosition - worldPosition;
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96 tsLightVec = lightVec * tbnMatrix;
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97 eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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98 tsEyeVec = eyeVec * tbnMatrix;
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101 float day = gl_Color.r;
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102 float night = gl_Color.g;
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103 float light_source = gl_Color.b;
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105 float rg = mix(night, day, dayNightRatio);
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106 rg += light_source * 2.5; // Make light sources brighter
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109 // Moonlight is blue
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110 b += (day - night) / 13.0;
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111 rg -= (day - night) / 23.0;
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113 // Emphase blue a bit in darker places
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114 // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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115 b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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117 // Artificial light is yellow-ish
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118 // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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119 rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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125 color.a = gl_Color.a;
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126 gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
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