+ // 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"
+ };
+
+ 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"
+ };
+
+ for (int i = 0; i < 6; 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\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")){
+ shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
+ shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
+ shaders_header += "\n";
+ shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
+ shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
+ shaders_header += "\n";
+ }
+
+ if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
+ shaders_header += "#define USE_NORMALMAPS\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(pixel_program != "")
+ pixel_program = shaders_header + pixel_program;
+ if(vertex_program != "")
+ vertex_program = shaders_header + vertex_program;
+ if(geometry_program != "")
+ geometry_program = shaders_header + geometry_program;
+