]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/shader.cpp
Tune shadow perspective distortion (#12146)
[dragonfireclient.git] / src / client / shader.cpp
index f2aa002468574431a5b1f0b5f636680012b5e1bd..d9c1952c409af46551ae074d1e5373111217fdb4 100644 (file)
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <iterator>
 #include "shader.h"
 #include "irrlichttypes_extrabloated.h"
+#include "irr_ptr.h"
 #include "debug.h"
 #include "filesys.h"
 #include "util/container.h"
@@ -39,20 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client/tile.h"
 #include "config.h"
 
-#if ENABLE_GLES
-#ifdef _IRR_COMPILE_WITH_OGLES1_
-#include <GLES/gl.h>
-#else
-#include <GLES2/gl2.h>
-#endif
-#else
-#ifndef __APPLE__
-#include <GL/gl.h>
-#else
-#define GL_SILENCE_DEPRECATION
-#include <OpenGL/gl.h>
-#endif
-#endif
+#include <mt_opengl.h>
 
 /*
        A cache from shader name to shader path
@@ -189,19 +177,14 @@ class SourceShaderCache
 
 class ShaderCallback : public video::IShaderConstantSetCallBack
 {
-       std::vector<IShaderConstantSetter*> m_setters;
+       std::vector<std::unique_ptr<IShaderConstantSetter>> m_setters;
 
 public:
-       ShaderCallback(const std::vector<IShaderConstantSetterFactory *> &factories)
+       template <typename Factories>
+       ShaderCallback(const Factories &factories)
        {
-               for (IShaderConstantSetterFactory *factory : factories)
-                       m_setters.push_back(factory->create());
-       }
-
-       ~ShaderCallback()
-       {
-               for (IShaderConstantSetter *setter : m_setters)
-                       delete setter;
+               for (auto &&factory : factories)
+                       m_setters.push_back(std::unique_ptr<IShaderConstantSetter>(factory->create()));
        }
 
        virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
@@ -209,15 +192,13 @@ class ShaderCallback : public video::IShaderConstantSetCallBack
                video::IVideoDriver *driver = services->getVideoDriver();
                sanity_check(driver != NULL);
 
-               bool is_highlevel = userData;
-
-               for (IShaderConstantSetter *setter : m_setters)
-                       setter->onSetConstants(services, is_highlevel);
+               for (auto &&setter : m_setters)
+                       setter->onSetConstants(services);
        }
 
        virtual void OnSetMaterial(const video::SMaterial& material) override
        {
-               for (IShaderConstantSetter *setter : m_setters)
+               for (auto &&setter : m_setters)
                        setter->onSetMaterial(material);
        }
 };
@@ -229,8 +210,24 @@ class ShaderCallback : public video::IShaderConstantSetCallBack
 
 class MainShaderConstantSetter : public IShaderConstantSetter
 {
-       CachedVertexShaderSetting<float, 16> m_world_view_proj;
-       CachedVertexShaderSetting<float, 16> m_world;
+       CachedVertexShaderSetting<f32, 16> m_world_view_proj;
+       CachedVertexShaderSetting<f32, 16> m_world;
+
+       // Shadow-related
+       CachedPixelShaderSetting<f32, 16> m_shadow_view_proj;
+       CachedPixelShaderSetting<f32, 3> m_light_direction;
+       CachedPixelShaderSetting<f32> m_texture_res;
+       CachedPixelShaderSetting<f32> m_shadow_strength;
+       CachedPixelShaderSetting<f32> m_time_of_day;
+       CachedPixelShaderSetting<f32> m_shadowfar;
+       CachedPixelShaderSetting<s32> m_shadow_texture;
+       CachedVertexShaderSetting<f32> m_perspective_bias0_vertex;
+       CachedPixelShaderSetting<f32> m_perspective_bias0_pixel;
+       CachedVertexShaderSetting<f32> m_perspective_bias1_vertex;
+       CachedPixelShaderSetting<f32> m_perspective_bias1_pixel;
+       CachedVertexShaderSetting<f32> m_perspective_zbias_vertex;
+       CachedPixelShaderSetting<f32> m_perspective_zbias_pixel;
+
 #if ENABLE_GLES
        // Modelview matrix
        CachedVertexShaderSetting<float, 16> m_world_view;
@@ -249,51 +246,96 @@ class MainShaderConstantSetter : public IShaderConstantSetter
                , m_texture("mTexture")
                , m_normal("mNormal")
 #endif
+               , m_shadow_view_proj("m_ShadowViewProj")
+               , m_light_direction("v_LightDirection")
+               , m_texture_res("f_textureresolution")
+               , m_shadow_strength("f_shadow_strength")
+               , m_time_of_day("f_timeofday")
+               , m_shadowfar("f_shadowfar")
+               , m_shadow_texture("ShadowMapSampler")
+               , m_perspective_bias0_vertex("xyPerspectiveBias0")
+               , m_perspective_bias0_pixel("xyPerspectiveBias0")
+               , m_perspective_bias1_vertex("xyPerspectiveBias1")
+               , m_perspective_bias1_pixel("xyPerspectiveBias1")
+               , m_perspective_zbias_vertex("zPerspectiveBias")
+               , m_perspective_zbias_pixel("zPerspectiveBias")
        {}
        ~MainShaderConstantSetter() = default;
 
-       virtual void onSetConstants(video::IMaterialRendererServices *services,
-                       bool is_highlevel)
+       virtual void onSetConstants(video::IMaterialRendererServices *services) override
        {
                video::IVideoDriver *driver = services->getVideoDriver();
                sanity_check(driver);
 
                // Set world matrix
                core::matrix4 world = driver->getTransform(video::ETS_WORLD);
-               if (is_highlevel)
-                       m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
-               else
-                       services->setVertexShaderConstant(world.pointer(), 4, 4);
+               m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
 
                // Set clip matrix
                core::matrix4 worldView;
                worldView = driver->getTransform(video::ETS_VIEW);
                worldView *= world;
+
                core::matrix4 worldViewProj;
                worldViewProj = driver->getTransform(video::ETS_PROJECTION);
                worldViewProj *= worldView;
-               if (is_highlevel)
-                       m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
-               else
-                       services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
+               m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
 
 #if ENABLE_GLES
-               if (is_highlevel) {
-                       core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
-                       m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
-                       m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
-
-                       core::matrix4 normal;
-                       worldView.getTransposed(normal);
-                       sanity_check(normal.makeInverse());
-                       float m[9] = {
-                               normal[0], normal[1], normal[2],
-                               normal[4], normal[5], normal[6],
-                               normal[8], normal[9], normal[10],
-                       };
-                       m_normal.set(m, services);
-               }
+               core::matrix4 texture = driver->getTransform(video::ETS_TEXTURE_0);
+               m_world_view.set(*reinterpret_cast<float(*)[16]>(worldView.pointer()), services);
+               m_texture.set(*reinterpret_cast<float(*)[16]>(texture.pointer()), services);
+
+               core::matrix4 normal;
+               worldView.getTransposed(normal);
+               sanity_check(normal.makeInverse());
+               float m[9] = {
+                       normal[0], normal[1], normal[2],
+                       normal[4], normal[5], normal[6],
+                       normal[8], normal[9], normal[10],
+               };
+               m_normal.set(m, services);
 #endif
+
+               // Set uniforms for Shadow shader
+               if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
+                       const auto &light = shadow->getDirectionalLight();
+
+                       core::matrix4 shadowViewProj = light.getProjectionMatrix();
+                       shadowViewProj *= light.getViewMatrix();
+                       m_shadow_view_proj.set(shadowViewProj.pointer(), services);
+
+                       f32 v_LightDirection[3];
+                       light.getDirection().getAs3Values(v_LightDirection);
+                       m_light_direction.set(v_LightDirection, services);
+
+                       f32 TextureResolution = light.getMapResolution();
+                       m_texture_res.set(&TextureResolution, services);
+
+                       f32 ShadowStrength = shadow->getShadowStrength();
+                       m_shadow_strength.set(&ShadowStrength, services);
+
+                       f32 timeOfDay = shadow->getTimeOfDay();
+                       m_time_of_day.set(&timeOfDay, services);
+
+                       f32 shadowFar = shadow->getMaxShadowFar();
+                       m_shadowfar.set(&shadowFar, services);
+
+                       // I dont like using this hardcoded value. maybe something like
+                       // MAX_TEXTURE - 1 or somthing like that??
+                       s32 TextureLayerID = 3;
+                       m_shadow_texture.set(&TextureLayerID, services);
+
+                       f32 bias0 = shadow->getPerspectiveBiasXY();
+                       m_perspective_bias0_vertex.set(&bias0, services);
+                       m_perspective_bias0_pixel.set(&bias0, services);
+                       f32 bias1 = 1.0f - bias0 + 1e-5f;
+                       m_perspective_bias1_vertex.set(&bias1, services);
+                       m_perspective_bias1_pixel.set(&bias1, services);
+                       f32 zbias = shadow->getPerspectiveBiasZ();
+                       m_perspective_zbias_vertex.set(&zbias, services);
+                       m_perspective_zbias_pixel.set(&zbias, services);
+               }
        }
 };
 
@@ -314,7 +356,6 @@ class ShaderSource : public IWritableShaderSource
 {
 public:
        ShaderSource();
-       ~ShaderSource();
 
        /*
                - If shader material specified by name is found from cache,
@@ -324,7 +365,7 @@ class ShaderSource : public IWritableShaderSource
                The id 0 points to a null shader. Its material is EMT_SOLID.
        */
        u32 getShaderIdDirect(const std::string &name,
-               const u8 material_type, const u8 drawtype);
+               MaterialType material_type, NodeDrawType drawtype) override;
 
        /*
                If shader specified by the name pointed by the id doesn't
@@ -336,26 +377,26 @@ class ShaderSource : public IWritableShaderSource
        */
 
        u32 getShader(const std::string &name,
-               const u8 material_type, const u8 drawtype);
+               MaterialType material_type, NodeDrawType drawtype) override;
 
-       ShaderInfo getShaderInfo(u32 id);
+       ShaderInfo getShaderInfo(u32 id) override;
 
        // Processes queued shader requests from other threads.
        // Shall be called from the main thread.
-       void processQueue();
+       void processQueue() override;
 
        // Insert a shader program into the cache without touching the
        // filesystem. Shall be called from the main thread.
        void insertSourceShader(const std::string &name_of_shader,
-               const std::string &filename, const std::string &program);
+               const std::string &filename, const std::string &program) override;
 
        // Rebuild shaders from the current set of source shaders
        // Shall be called from the main thread.
-       void rebuildShaders();
+       void rebuildShaders() override;
 
-       void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
+       void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) override
        {
-               m_setter_factories.push_back(setter);
+               m_setter_factories.push_back(std::unique_ptr<IShaderConstantSetterFactory>(setter));
        }
 
 private:
@@ -377,10 +418,11 @@ class ShaderSource : public IWritableShaderSource
        RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
 
        // Global constant setter factories
-       std::vector<IShaderConstantSetterFactory *> m_setter_factories;
+       std::vector<std::unique_ptr<IShaderConstantSetterFactory>> m_setter_factories;
 
-       // Shader callbacks
-       std::vector<ShaderCallback *> m_callbacks;
+       // Generate shader given the shader name.
+       ShaderInfo generateShader(const std::string &name,
+                       MaterialType material_type, NodeDrawType drawtype);
 };
 
 IWritableShaderSource *createShaderSource()
@@ -388,22 +430,6 @@ IWritableShaderSource *createShaderSource()
        return new ShaderSource();
 }
 
-/*
-       Generate shader given the shader name.
-*/
-ShaderInfo generate_shader(const std::string &name,
-               u8 material_type, u8 drawtype, std::vector<ShaderCallback *> &callbacks,
-               const std::vector<IShaderConstantSetterFactory *> &setter_factories,
-               SourceShaderCache *sourcecache);
-
-/*
-       Load shader programs
-*/
-void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
-               video::E_DRIVER_TYPE drivertype, bool enable_shaders,
-               std::string &vertex_program, std::string &pixel_program,
-               std::string &geometry_program, bool &is_highlevel);
-
 ShaderSource::ShaderSource()
 {
        m_main_thread = std::this_thread::get_id();
@@ -415,18 +441,8 @@ ShaderSource::ShaderSource()
        addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
 }
 
-ShaderSource::~ShaderSource()
-{
-       for (ShaderCallback *callback : m_callbacks) {
-               delete callback;
-       }
-       for (IShaderConstantSetterFactory *setter_factorie : m_setter_factories) {
-               delete setter_factorie;
-       }
-}
-
 u32 ShaderSource::getShader(const std::string &name,
-               const u8 material_type, const u8 drawtype)
+               MaterialType material_type, NodeDrawType drawtype)
 {
        /*
                Get shader
@@ -468,7 +484,7 @@ u32 ShaderSource::getShader(const std::string &name,
        This method generates all the shaders
 */
 u32 ShaderSource::getShaderIdDirect(const std::string &name,
-               const u8 material_type, const u8 drawtype)
+               MaterialType material_type, NodeDrawType drawtype)
 {
        //infostream<<"getShaderIdDirect(): name=\""<<name<<"\""<<std::endl;
 
@@ -495,8 +511,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
                return 0;
        }
 
-       ShaderInfo info = generate_shader(name, material_type, drawtype,
-                       m_callbacks, m_setter_factories, &m_sourcecache);
+       ShaderInfo info = generateShader(name, material_type, drawtype);
 
        /*
                Add shader to caches (add dummy shaders too)
@@ -560,24 +575,19 @@ void ShaderSource::rebuildShaders()
        for (ShaderInfo &i : m_shaderinfo_cache) {
                ShaderInfo *info = &i;
                if (!info->name.empty()) {
-                       *info = generate_shader(info->name, info->material_type,
-                                       info->drawtype, m_callbacks,
-                                       m_setter_factories, &m_sourcecache);
+                       *info = generateShader(info->name, info->material_type, info->drawtype);
                }
        }
 }
 
 
-ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype,
-               std::vector<ShaderCallback *> &callbacks,
-               const std::vector<IShaderConstantSetterFactory *> &setter_factories,
-               SourceShaderCache *sourcecache)
+ShaderInfo ShaderSource::generateShader(const std::string &name,
+               MaterialType material_type, NodeDrawType drawtype)
 {
        ShaderInfo shaderinfo;
        shaderinfo.name = name;
        shaderinfo.material_type = material_type;
        shaderinfo.drawtype = drawtype;
-       shaderinfo.material = video::EMT_SOLID;
        switch (material_type) {
        case TILE_MATERIAL_OPAQUE:
        case TILE_MATERIAL_LIQUID_OPAQUE:
@@ -598,71 +608,37 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
                shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
                break;
        }
+       shaderinfo.material = shaderinfo.base_material;
 
        bool enable_shaders = g_settings->getBool("enable_shaders");
        if (!enable_shaders)
                return shaderinfo;
 
        video::IVideoDriver *driver = RenderingEngine::get_video_driver();
-
-       video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
-       if(!gpu){
-               errorstream<<"generate_shader(): "
-                               "failed to generate \""<<name<<"\", "
-                               "GPU programming not supported."
-                               <<std::endl;
+       if (!driver->queryFeature(video::EVDF_ARB_GLSL)) {
+               errorstream << "Shaders are enabled but GLSL is not supported by the driver\n";
                return shaderinfo;
        }
-
-       // Choose shader language depending on driver type and settings
-       // Then load shaders
-       std::string vertex_program;
-       std::string pixel_program;
-       std::string geometry_program;
-       bool is_highlevel;
-       load_shaders(name, sourcecache, driver->getDriverType(),
-                       enable_shaders, vertex_program, pixel_program,
-                       geometry_program, is_highlevel);
-       // Check hardware/driver support
-       if (!vertex_program.empty() &&
-                       !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) &&
-                       !driver->queryFeature(video::EVDF_ARB_VERTEX_PROGRAM_1)){
-               infostream<<"generate_shader(): vertex shaders disabled "
-                               "because of missing driver/hardware support."
-                               <<std::endl;
-               vertex_program = "";
-       }
-       if (!pixel_program.empty() &&
-                       !driver->queryFeature(video::EVDF_PIXEL_SHADER_1_1) &&
-                       !driver->queryFeature(video::EVDF_ARB_FRAGMENT_PROGRAM_1)){
-               infostream<<"generate_shader(): pixel shaders disabled "
-                               "because of missing driver/hardware support."
-                               <<std::endl;
-               pixel_program = "";
-       }
-       if (!geometry_program.empty() &&
-                       !driver->queryFeature(video::EVDF_GEOMETRY_SHADER)){
-               infostream<<"generate_shader(): geometry shaders disabled "
-                               "because of missing driver/hardware support."
-                               <<std::endl;
-               geometry_program = "";
-       }
-
-       // If no shaders are used, don't make a separate material type
-       if (vertex_program.empty() && pixel_program.empty() && geometry_program.empty())
-               return shaderinfo;
+       video::IGPUProgrammingServices *gpu = driver->getGPUProgrammingServices();
 
        // Create shaders header
        bool use_gles = false;
 #if ENABLE_GLES
        use_gles = driver->getDriverType() == video::EDT_OGLES2;
 #endif
-       std::string shaders_header, vertex_header, pixel_header; // geometry shaders aren’t supported in GLES<3
+       std::stringstream shaders_header;
+       shaders_header
+               << std::noboolalpha
+               << std::showpoint // for GLSL ES
+               ;
+       std::string vertex_header, fragment_header, geometry_header;
        if (use_gles) {
-               shaders_header =
-                       "#version 100\n"
-                       ;
+               shaders_header << R"(
+                       #version 100
+               )";
                vertex_header = R"(
+                       precision mediump float;
+
                        uniform highp mat4 mWorldView;
                        uniform highp mat4 mWorldViewProj;
                        uniform mediump mat4 mTexture;
@@ -674,17 +650,17 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
                        attribute mediump vec3 inVertexNormal;
                        attribute mediump vec4 inVertexTangent;
                        attribute mediump vec4 inVertexBinormal;
-                       )";
-               pixel_header = R"(
+               )";
+               fragment_header = R"(
                        precision mediump float;
-                       )";
+               )";
        } else {
-               shaders_header = R"(
+               shaders_header << R"(
                        #version 120
                        #define lowp
                        #define mediump
                        #define highp
-                       )";
+               )";
                vertex_header = R"(
                        #define mWorldView gl_ModelViewMatrix
                        #define mWorldViewProj gl_ModelViewProjectionMatrix
@@ -697,235 +673,135 @@ ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtyp
                        #define inVertexNormal gl_Normal
                        #define inVertexTangent gl_MultiTexCoord1
                        #define inVertexBinormal gl_MultiTexCoord2
-                       )";
+               )";
+       }
+
+       // Since this is the first time we're using the GL bindings be extra careful.
+       // This should be removed before 5.6.0 or similar.
+       if (!GL.GetString) {
+               errorstream << "OpenGL procedures were not loaded correctly, "
+                       "please open a bug report with details about your platform/OS." << std::endl;
+               abort();
        }
 
        bool use_discard = use_gles;
-#ifdef __unix__
        // For renderers that should use discard instead of GL_ALPHA_TEST
-       const char* gl_renderer = (const char*)glGetString(GL_RENDERER);
-       if (strstr(gl_renderer, "GC7000"))
+       const char *renderer = reinterpret_cast<const char*>(GL.GetString(GL.RENDERER));
+       if (strstr(renderer, "GC7000"))
                use_discard = true;
-#endif
-       if (use_discard && shaderinfo.base_material != video::EMT_SOLID)
-               shaders_header += "#define USE_DISCARD\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 += std::to_string(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",
-               "TILE_MATERIAL_WAVING_LIQUID_BASIC",
-               "TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT",
-               "TILE_MATERIAL_WAVING_LIQUID_OPAQUE",
-               "TILE_MATERIAL_PLAIN",
-               "TILE_MATERIAL_PLAIN_ALPHA",
-       };
-
-       for (int i = 0; i < 12; i++){
-               shaders_header += "#define ";
-               shaders_header += materialTypes[i];
-               shaders_header += " ";
-               shaders_header += std::to_string(i);
-               shaders_header += "\n";
-       }
-
-       shaders_header += "#define MATERIAL_TYPE ";
-       shaders_header += std::to_string(material_type);
-       shaders_header += "\n";
-       shaders_header += "#define DRAW_TYPE ";
-       shaders_header += std::to_string(drawtype);
-       shaders_header += "\n";
-
-       if (g_settings->getBool("enable_waving_water")){
-               shaders_header += "#define ENABLE_WAVING_WATER 1\n";
-               shaders_header += "#define WATER_WAVE_HEIGHT ";
-               shaders_header += std::to_string(g_settings->getFloat("water_wave_height"));
-               shaders_header += "\n";
-               shaders_header += "#define WATER_WAVE_LENGTH ";
-               shaders_header += std::to_string(g_settings->getFloat("water_wave_length"));
-               shaders_header += "\n";
-               shaders_header += "#define WATER_WAVE_SPEED ";
-               shaders_header += std::to_string(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 += std::to_string(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
-       shaders_header += "\n";
-
-       // Call addHighLevelShaderMaterial() or addShaderMaterial()
-       const c8* vertex_program_ptr = 0;
-       const c8* pixel_program_ptr = 0;
-       const c8* geometry_program_ptr = 0;
-       if (!vertex_program.empty()) {
-               vertex_program = shaders_header + vertex_header + vertex_program;
-               vertex_program_ptr = vertex_program.c_str();
-       }
-       if (!pixel_program.empty()) {
-               pixel_program = shaders_header + pixel_header + pixel_program;
-               pixel_program_ptr = pixel_program.c_str();
-       }
-       if (!geometry_program.empty()) {
-               geometry_program = shaders_header + geometry_program;
-               geometry_program_ptr = geometry_program.c_str();
-       }
-       ShaderCallback *cb = new ShaderCallback(setter_factories);
-       s32 shadermat = -1;
-       if(is_highlevel){
-               infostream<<"Compiling high level shaders for "<<name<<std::endl;
-               shadermat = gpu->addHighLevelShaderMaterial(
-                       vertex_program_ptr,   // Vertex shader program
-                       "vertexMain",         // Vertex shader entry point
-                       video::EVST_VS_1_1,   // Vertex shader version
-                       pixel_program_ptr,    // Pixel shader program
-                       "pixelMain",          // Pixel shader entry point
-                       video::EPST_PS_1_2,   // Pixel shader version
-                       geometry_program_ptr, // Geometry shader program
-                       "geometryMain",       // Geometry shader entry point
-                       video::EGST_GS_4_0,   // Geometry shader version
-                       scene::EPT_TRIANGLES,      // Geometry shader input
-                       scene::EPT_TRIANGLE_STRIP, // Geometry shader output
-                       0,                         // Support maximum number of vertices
-                       cb, // Set-constant callback
-                       shaderinfo.base_material,  // Base material
-                       1                          // Userdata passed to callback
-                       );
-               if(shadermat == -1){
-                       errorstream<<"generate_shader(): "
-                                       "failed to generate \""<<name<<"\", "
-                                       "addHighLevelShaderMaterial failed."
-                                       <<std::endl;
-                       dumpShaderProgram(warningstream, "Vertex", vertex_program);
-                       dumpShaderProgram(warningstream, "Pixel", pixel_program);
-                       dumpShaderProgram(warningstream, "Geometry", geometry_program);
-                       delete cb;
-                       return shaderinfo;
-               }
-       }
-       else{
-               infostream<<"Compiling assembly shaders for "<<name<<std::endl;
-               shadermat = gpu->addShaderMaterial(
-                       vertex_program_ptr,   // Vertex shader program
-                       pixel_program_ptr,    // Pixel shader program
-                       cb, // Set-constant callback
-                       shaderinfo.base_material,  // Base material
-                       0                     // Userdata passed to callback
-                       );
-
-               if(shadermat == -1){
-                       errorstream<<"generate_shader(): "
-                                       "failed to generate \""<<name<<"\", "
-                                       "addShaderMaterial failed."
-                                       <<std::endl;
-                       dumpShaderProgram(warningstream, "Vertex", vertex_program);
-                       dumpShaderProgram(warningstream,"Pixel", pixel_program);
-                       delete cb;
-                       return shaderinfo;
-               }
+       if (use_discard) {
+               if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL)
+                       shaders_header << "#define USE_DISCARD 1\n";
+               else if (shaderinfo.base_material == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
+                       shaders_header << "#define USE_DISCARD_REF 1\n";
+       }
+
+#define PROVIDE(constant) shaders_header << "#define " #constant " " << (int)constant << "\n"
+
+       PROVIDE(NDT_NORMAL);
+       PROVIDE(NDT_AIRLIKE);
+       PROVIDE(NDT_LIQUID);
+       PROVIDE(NDT_FLOWINGLIQUID);
+       PROVIDE(NDT_GLASSLIKE);
+       PROVIDE(NDT_ALLFACES);
+       PROVIDE(NDT_ALLFACES_OPTIONAL);
+       PROVIDE(NDT_TORCHLIKE);
+       PROVIDE(NDT_SIGNLIKE);
+       PROVIDE(NDT_PLANTLIKE);
+       PROVIDE(NDT_FENCELIKE);
+       PROVIDE(NDT_RAILLIKE);
+       PROVIDE(NDT_NODEBOX);
+       PROVIDE(NDT_GLASSLIKE_FRAMED);
+       PROVIDE(NDT_FIRELIKE);
+       PROVIDE(NDT_GLASSLIKE_FRAMED_OPTIONAL);
+       PROVIDE(NDT_PLANTLIKE_ROOTED);
+
+       PROVIDE(TILE_MATERIAL_BASIC);
+       PROVIDE(TILE_MATERIAL_ALPHA);
+       PROVIDE(TILE_MATERIAL_LIQUID_TRANSPARENT);
+       PROVIDE(TILE_MATERIAL_LIQUID_OPAQUE);
+       PROVIDE(TILE_MATERIAL_WAVING_LEAVES);
+       PROVIDE(TILE_MATERIAL_WAVING_PLANTS);
+       PROVIDE(TILE_MATERIAL_OPAQUE);
+       PROVIDE(TILE_MATERIAL_WAVING_LIQUID_BASIC);
+       PROVIDE(TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT);
+       PROVIDE(TILE_MATERIAL_WAVING_LIQUID_OPAQUE);
+       PROVIDE(TILE_MATERIAL_PLAIN);
+       PROVIDE(TILE_MATERIAL_PLAIN_ALPHA);
+
+#undef PROVIDE
+
+       shaders_header << "#define MATERIAL_TYPE " << (int)material_type << "\n";
+       shaders_header << "#define DRAW_TYPE " << (int)drawtype << "\n";
+
+       bool enable_waving_water = g_settings->getBool("enable_waving_water");
+       shaders_header << "#define ENABLE_WAVING_WATER " << enable_waving_water << "\n";
+       if (enable_waving_water) {
+               shaders_header << "#define WATER_WAVE_HEIGHT " << g_settings->getFloat("water_wave_height") << "\n";
+               shaders_header << "#define WATER_WAVE_LENGTH " << g_settings->getFloat("water_wave_length") << "\n";
+               shaders_header << "#define WATER_WAVE_SPEED " << g_settings->getFloat("water_wave_speed") << "\n";
+       }
+
+       shaders_header << "#define ENABLE_WAVING_LEAVES " << g_settings->getBool("enable_waving_leaves") << "\n";
+       shaders_header << "#define ENABLE_WAVING_PLANTS " << g_settings->getBool("enable_waving_plants") << "\n";
+       shaders_header << "#define ENABLE_TONE_MAPPING " << g_settings->getBool("tone_mapping") << "\n";
+
+       shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n";
+
+       if (g_settings->getBool("enable_dynamic_shadows")) {
+               shaders_header << "#define ENABLE_DYNAMIC_SHADOWS 1\n";
+               if (g_settings->getBool("shadow_map_color"))
+                       shaders_header << "#define COLORED_SHADOWS 1\n";
+
+               if (g_settings->getBool("shadow_poisson_filter"))
+                       shaders_header << "#define POISSON_FILTER 1\n";
+
+               s32 shadow_filter = g_settings->getS32("shadow_filters");
+               shaders_header << "#define SHADOW_FILTER " << shadow_filter << "\n";
+
+               float shadow_soft_radius = g_settings->getFloat("shadow_soft_radius");
+               if (shadow_soft_radius < 1.0f)
+                       shadow_soft_radius = 1.0f;
+               shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
+       }
+
+       std::string common_header = shaders_header.str();
+
+       std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl");
+       std::string fragment_shader = m_sourcecache.getOrLoad(name, "opengl_fragment.glsl");
+       std::string geometry_shader = m_sourcecache.getOrLoad(name, "opengl_geometry.glsl");
+
+       vertex_shader = common_header + vertex_header + vertex_shader;
+       fragment_shader = common_header + fragment_header + fragment_shader;
+       const char *geometry_shader_ptr = nullptr; // optional
+       if (!geometry_shader.empty()) {
+               geometry_shader = common_header + geometry_header + geometry_shader;
+               geometry_shader_ptr = geometry_shader.c_str();
+       }
+
+       irr_ptr<ShaderCallback> cb{new ShaderCallback(m_setter_factories)};
+       infostream<<"Compiling high level shaders for "<<name<<std::endl;
+       s32 shadermat = gpu->addHighLevelShaderMaterial(
+               vertex_shader.c_str(), nullptr, video::EVST_VS_1_1,
+               fragment_shader.c_str(), nullptr, video::EPST_PS_1_1,
+               geometry_shader_ptr, nullptr, video::EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLES, 0,
+               cb.get(), shaderinfo.base_material,  1);
+       if (shadermat == -1) {
+               errorstream<<"generate_shader(): "
+                               "failed to generate \""<<name<<"\", "
+                               "addHighLevelShaderMaterial failed."
+                               <<std::endl;
+               dumpShaderProgram(warningstream, "Vertex", vertex_shader);
+               dumpShaderProgram(warningstream, "Fragment", fragment_shader);
+               dumpShaderProgram(warningstream, "Geometry", geometry_shader);
+               return shaderinfo;
        }
-       callbacks.push_back(cb);
-
-       // HACK, TODO: investigate this better
-       // Grab the material renderer once more so minetest doesn't crash on exit
-       driver->getMaterialRenderer(shadermat)->grab();
 
        // Apply the newly created material type
        shaderinfo.material = (video::E_MATERIAL_TYPE) shadermat;
        return shaderinfo;
 }
 
-void load_shaders(const std::string &name, SourceShaderCache *sourcecache,
-               video::E_DRIVER_TYPE drivertype, bool enable_shaders,
-               std::string &vertex_program, std::string &pixel_program,
-               std::string &geometry_program, bool &is_highlevel)
-{
-       vertex_program = "";
-       pixel_program = "";
-       geometry_program = "";
-       is_highlevel = false;
-
-       if (!enable_shaders)
-               return;
-
-       // Look for high level shaders
-       switch (drivertype) {
-       case video::EDT_DIRECT3D9:
-               // Direct3D 9: HLSL
-               // (All shaders in one file)
-               vertex_program = sourcecache->getOrLoad(name, "d3d9.hlsl");
-               pixel_program = vertex_program;
-               geometry_program = vertex_program;
-               break;
-
-       case video::EDT_OPENGL:
-#if ENABLE_GLES
-       case video::EDT_OGLES2:
-#endif
-               // OpenGL: GLSL
-               vertex_program = sourcecache->getOrLoad(name, "opengl_vertex.glsl");
-               pixel_program = sourcecache->getOrLoad(name, "opengl_fragment.glsl");
-               geometry_program = sourcecache->getOrLoad(name, "opengl_geometry.glsl");
-               break;
-
-       default:
-               // e.g. OpenGL ES 1 (with no shader support)
-               break;
-       }
-       if (!vertex_program.empty() || !pixel_program.empty() || !geometry_program.empty()){
-               is_highlevel = true;
-               return;
-       }
-}
-
 void dumpShaderProgram(std::ostream &output_stream,
                const std::string &program_type, const std::string &program)
 {