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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12 #ifdef ENABLE_WAVING_PLANTS
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13 float smoothCurve( float x ) {
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14 return x * x *( 3.0 - 2.0 * x );
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16 float triangleWave( float x ) {
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17 return abs( fract( x + 0.5 ) * 2.0 - 1.0 );
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19 float smoothTriangleWave( float x ) {
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20 return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0;
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27 gl_TexCoord[0] = gl_MultiTexCoord0;
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29 #ifdef ENABLE_WAVING_PLANTS
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30 vec4 pos = gl_Vertex;
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31 vec4 pos2 = mTransWorld * gl_Vertex;
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32 if (gl_TexCoord[0].y < 0.05) {
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33 pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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34 pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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36 gl_Position = mWorldViewProj * pos;
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38 gl_Position = mWorldViewProj * gl_Vertex;
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41 vPosition = (mWorldViewProj * gl_Vertex).xyz;
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42 eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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45 //color = vec4(1.0, 1.0, 1.0, 1.0);
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47 float day = gl_Color.r;
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48 float night = gl_Color.g;
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49 float light_source = gl_Color.b;
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51 /*color.r = mix(night, day, dayNightRatio);
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53 color.b = color.r;*/
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55 float rg = mix(night, day, dayNightRatio);
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56 rg += light_source * 2.5; // Make light sources brighter
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59 // Moonlight is blue
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60 b += (day - night) / 13.0;
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61 rg -= (day - night) / 13.0;
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63 // Emphase blue a bit in darker places
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64 // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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65 b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);
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67 // Artificial light is yellow-ish
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68 // See C++ implementation in mapblock_mesh.cpp finalColorBlend()
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69 rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);
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71 color.r = clamp(rg,0.0,1.0);
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72 color.g = clamp(rg,0.0,1.0);
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73 color.b = clamp(b,0.0,1.0);
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75 // Make sides and bottom darker than the top
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76 color = color * color; // SRGB -> Linear
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77 if(gl_Normal.y <= 0.5)
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80 color = sqrt(color); // Linear -> SRGB
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82 color.a = gl_Color.a;
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84 gl_FrontColor = gl_BackColor = color;
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