+ // Create shaders header
+ std::string shaders_header = "#version 120\n";
+
+ static const char* drawTypes[] = {
+ "NDT_NORMAL",
+ "NDT_AIRLIKE",
+ "NDT_LIQUID",
+ "NDT_FLOWINGLIQUID",
+ "NDT_GLASSLIKE",
+ "NDT_ALLFACES",
+ "NDT_ALLFACES_OPTIONAL",
+ "NDT_TORCHLIKE",
+ "NDT_SIGNLIKE",
+ "NDT_PLANTLIKE",
+ "NDT_FENCELIKE",
+ "NDT_RAILLIKE",
+ "NDT_NODEBOX",
+ "NDT_GLASSLIKE_FRAMED",
+ "NDT_FIRELIKE",
+ "NDT_GLASSLIKE_FRAMED_OPTIONAL",
+ "NDT_PLANTLIKE_ROOTED",
+ };
+
+ for (int i = 0; i < 14; i++){
+ shaders_header += "#define ";
+ shaders_header += drawTypes[i];
+ shaders_header += " ";
+ shaders_header += itos(i);
+ shaders_header += "\n";
+ }
+
+ static const char* materialTypes[] = {
+ "TILE_MATERIAL_BASIC",
+ "TILE_MATERIAL_ALPHA",
+ "TILE_MATERIAL_LIQUID_TRANSPARENT",
+ "TILE_MATERIAL_LIQUID_OPAQUE",
+ "TILE_MATERIAL_WAVING_LEAVES",
+ "TILE_MATERIAL_WAVING_PLANTS",
+ "TILE_MATERIAL_OPAQUE"
+ };
+
+ for (int i = 0; i < 7; i++){
+ shaders_header += "#define ";
+ shaders_header += materialTypes[i];
+ shaders_header += " ";
+ shaders_header += itos(i);
+ shaders_header += "\n";
+ }
+
+ shaders_header += "#define MATERIAL_TYPE ";
+ shaders_header += itos(material_type);
+ shaders_header += "\n";
+ shaders_header += "#define DRAW_TYPE ";
+ shaders_header += itos(drawtype);
+ shaders_header += "\n";
+
+ if (g_settings->getBool("generate_normalmaps")) {
+ shaders_header += "#define GENERATE_NORMALMAPS 1\n";
+ } else {
+ shaders_header += "#define GENERATE_NORMALMAPS 0\n";
+ }
+ shaders_header += "#define NORMALMAPS_STRENGTH ";
+ shaders_header += ftos(g_settings->getFloat("normalmaps_strength"));
+ shaders_header += "\n";
+ float sample_step;
+ int smooth = (int)g_settings->getFloat("normalmaps_smooth");
+ switch (smooth){
+ case 0:
+ sample_step = 0.0078125; // 1.0 / 128.0
+ break;
+ case 1:
+ sample_step = 0.00390625; // 1.0 / 256.0
+ break;
+ case 2:
+ sample_step = 0.001953125; // 1.0 / 512.0
+ break;
+ default:
+ sample_step = 0.0078125;
+ break;
+ }
+ shaders_header += "#define SAMPLE_STEP ";
+ shaders_header += ftos(sample_step);
+ shaders_header += "\n";
+
+ if (g_settings->getBool("enable_bumpmapping"))
+ shaders_header += "#define ENABLE_BUMPMAPPING\n";
+
+ if (g_settings->getBool("enable_parallax_occlusion")){
+ int mode = g_settings->getFloat("parallax_occlusion_mode");
+ float scale = g_settings->getFloat("parallax_occlusion_scale");
+ float bias = g_settings->getFloat("parallax_occlusion_bias");
+ int iterations = g_settings->getFloat("parallax_occlusion_iterations");
+ shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
+ shaders_header += itos(mode);
+ shaders_header += "\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
+ shaders_header += ftos(scale);
+ shaders_header += "\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
+ shaders_header += ftos(bias);
+ shaders_header += "\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
+ shaders_header += itos(iterations);
+ shaders_header += "\n";
+ }
+
+ shaders_header += "#define USE_NORMALMAPS ";
+ if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
+ shaders_header += "1\n";
+ else
+ shaders_header += "0\n";
+
+ if (g_settings->getBool("enable_waving_water")){
+ shaders_header += "#define ENABLE_WAVING_WATER 1\n";
+ shaders_header += "#define WATER_WAVE_HEIGHT ";
+ shaders_header += ftos(g_settings->getFloat("water_wave_height"));
+ shaders_header += "\n";
+ shaders_header += "#define WATER_WAVE_LENGTH ";
+ shaders_header += ftos(g_settings->getFloat("water_wave_length"));
+ shaders_header += "\n";
+ shaders_header += "#define WATER_WAVE_SPEED ";
+ shaders_header += ftos(g_settings->getFloat("water_wave_speed"));
+ shaders_header += "\n";
+ } else{
+ shaders_header += "#define ENABLE_WAVING_WATER 0\n";
+ }
+
+ shaders_header += "#define ENABLE_WAVING_LEAVES ";
+ if (g_settings->getBool("enable_waving_leaves"))
+ shaders_header += "1\n";
+ else
+ shaders_header += "0\n";
+
+ shaders_header += "#define ENABLE_WAVING_PLANTS ";
+ if (g_settings->getBool("enable_waving_plants"))
+ shaders_header += "1\n";
+ else
+ shaders_header += "0\n";
+
+ if (g_settings->getBool("tone_mapping"))
+ shaders_header += "#define ENABLE_TONE_MAPPING\n";
+
+ shaders_header += "#define FOG_START ";
+ shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
+ shaders_header += "\n";
+