.. dump(core.settings:get_bool("enable_bumpmapping")) .. "]" ..
"checkbox[8.25,1;cb_tonemapping;" .. fgettext("Tone Mapping") .. ";"
.. dump(core.settings:get_bool("tone_mapping")) .. "]" ..
- "checkbox[8.25,1.5;cb_generate_normalmaps;" .. fgettext("Generate Normal Maps") .. ";"
- .. dump(core.settings:get_bool("generate_normalmaps")) .. "]" ..
- "checkbox[8.25,2;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
+ "checkbox[8.25,1.5;cb_parallax;" .. fgettext("Parallax Occlusion") .. ";"
.. dump(core.settings:get_bool("enable_parallax_occlusion")) .. "]" ..
- "checkbox[8.25,2.5;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
+ "checkbox[8.25,2;cb_waving_water;" .. fgettext("Waving Liquids") .. ";"
.. dump(core.settings:get_bool("enable_waving_water")) .. "]" ..
- "checkbox[8.25,3;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
+ "checkbox[8.25,2.5;cb_waving_leaves;" .. fgettext("Waving Leaves") .. ";"
.. dump(core.settings:get_bool("enable_waving_leaves")) .. "]" ..
- "checkbox[8.25,3.5;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
+ "checkbox[8.25,3;cb_waving_plants;" .. fgettext("Waving Plants") .. ";"
.. dump(core.settings:get_bool("enable_waving_plants")) .. "]"
else
tab_string = tab_string ..
"label[8.38,1.2;" .. core.colorize("#888888",
fgettext("Tone Mapping")) .. "]" ..
"label[8.38,1.7;" .. core.colorize("#888888",
- fgettext("Generate Normal Maps")) .. "]" ..
- "label[8.38,2.2;" .. core.colorize("#888888",
fgettext("Parallax Occlusion")) .. "]" ..
- "label[8.38,2.7;" .. core.colorize("#888888",
+ "label[8.38,2.2;" .. core.colorize("#888888",
fgettext("Waving Liquids")) .. "]" ..
- "label[8.38,3.2;" .. core.colorize("#888888",
+ "label[8.38,2.7;" .. core.colorize("#888888",
fgettext("Waving Leaves")) .. "]" ..
- "label[8.38,3.7;" .. core.colorize("#888888",
+ "label[8.38,3.2;" .. core.colorize("#888888",
fgettext("Waving Plants")) .. "]"
end
core.settings:set("tone_mapping", fields["cb_tonemapping"])
return true
end
- if fields["cb_generate_normalmaps"] then
- core.settings:set("generate_normalmaps", fields["cb_generate_normalmaps"])
- return true
- end
if fields["cb_parallax"] then
core.settings:set("enable_parallax_occlusion", fields["cb_parallax"])
return true
[***Bumpmapping]
-# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
-# or need to be auto-generated.
+# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.
# Requires shaders to be enabled.
enable_bumpmapping (Bumpmapping) bool false
-# Enables on the fly normalmap generation (Emboss effect).
-# Requires bumpmapping to be enabled.
-generate_normalmaps (Generate normalmaps) bool false
-
-# Strength of generated normalmaps.
-normalmaps_strength (Normalmaps strength) float 0.6
-
-# Defines sampling step of texture.
-# A higher value results in smoother normal maps.
-normalmaps_smooth (Normalmaps sampling) int 0 0 2
-
[***Parallax Occlusion]
# Enables parallax occlusion mapping.
}
}
-float intensity(vec3 color)
-{
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height(vec2 uv)
-{
- return intensity(texture2D(baseTexture, uv).rgb);
-}
-
vec4 get_normal_map(vec2 uv)
{
vec4 bump = texture2D(normalTexture, uv).rgba;
return best_depth;
}
-float find_intersectionRGB(vec2 dp, vec2 ds)
-{
- const float depth_step = 1.0 / 24.0;
- float depth = 1.0;
- for (int i = 0 ; i < 24 ; i++) {
- float h = get_rgb_height(dp + ds * depth);
- if (h >= depth)
- break;
- depth -= depth_step;
- }
- return depth;
-}
-
void main(void)
{
vec3 color;
float h = normal.a * scale - bias;
uv += h * normal.z * eyeRay;
}
+ }
#endif
-
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersection(uv, ds);
uv += dist * ds;
-#endif
- } else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
- vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
- float dist = find_intersectionRGB(uv, ds);
- uv += dist * ds;
}
#endif
+#endif
#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
}
#endif
-#if GENERATE_NORMALMAPS == 1
- if (normalTexturePresent == false) {
- float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
- float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
- float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
- float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
- float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
- use_normalmap = true;
- }
-#endif
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
}
}
-float intensity(vec3 color)
-{
- return (color.r + color.g + color.b) / 3.0;
-}
-
-float get_rgb_height(vec2 uv)
-{
- if (texSeamless) {
- return intensity(texture2D(baseTexture, uv).rgb);
- } else {
- return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
- }
-}
-
vec4 get_normal_map(vec2 uv)
{
vec4 bump = texture2D(normalTexture, uv).rgba;
}
#endif
-#if GENERATE_NORMALMAPS == 1
- if (normalTexturePresent == false) {
- float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
- float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
- float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
- float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
- float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
- float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
- float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
- float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
- bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
- use_normalmap = true;
- }
-#endif
-
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
#### Bumpmapping
-# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack
-# or need to be auto-generated.
+# Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.
# Requires shaders to be enabled.
# type: bool
# enable_bumpmapping = false
-# Enables on the fly normalmap generation (Emboss effect).
-# Requires bumpmapping to be enabled.
-# type: bool
-# generate_normalmaps = false
-
-# Strength of generated normalmaps.
-# type: float
-# normalmaps_strength = 0.6
-
-# Defines sampling step of texture.
-# A higher value results in smoother normal maps.
-# type: int min: 0 max: 2
-# normalmaps_smooth = 0
-
#### Parallax Occlusion
# Enables parallax occlusion mapping.
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";
settings->setDefault("tone_mapping", "false");
settings->setDefault("enable_bumpmapping", "false");
settings->setDefault("enable_parallax_occlusion", "false");
- settings->setDefault("generate_normalmaps", "false");
- settings->setDefault("normalmaps_strength", "0.6");
- settings->setDefault("normalmaps_smooth", "1");
settings->setDefault("parallax_occlusion_mode", "1");
settings->setDefault("parallax_occlusion_iterations", "4");
settings->setDefault("parallax_occlusion_scale", "0.08");
gettext("Enables Hable's 'Uncharted 2' filmic tone mapping.\nSimulates the tone curve of photographic film and how this approximates the\nappearance of high dynamic range images. Mid-range contrast is slightly\nenhanced, highlights and shadows are gradually compressed.");
gettext("Bumpmapping");
gettext("Bumpmapping");
- gettext("Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack\nor need to be auto-generated.\nRequires shaders to be enabled.");
- gettext("Generate normalmaps");
- gettext("Enables on the fly normalmap generation (Emboss effect).\nRequires bumpmapping to be enabled.");
- gettext("Normalmaps strength");
- gettext("Strength of generated normalmaps.");
- gettext("Normalmaps sampling");
- gettext("Defines sampling step of texture.\nA higher value results in smoother normal maps.");
+ gettext("Enables bumpmapping for textures. Normalmaps need to be supplied by the texture pack.\nRequires shaders to be enabled.");
gettext("Parallax Occlusion");
gettext("Parallax occlusion");
gettext("Enables parallax occlusion mapping.\nRequires shaders to be enabled.");