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authorDS <vorunbekannt75@web.de>2022-08-10 18:04:12 +0200
committerGitHub <noreply@github.com>2022-08-10 18:04:12 +0200
commitdf1d215f4823b82f704b06eae0179c5e6c6b97af (patch)
tree3361c07fd311625bdbd91bcf2741f96c4401e769 /client/shaders
parentbcc56803d7ed12fa09238f56db0be1dea0e028fe (diff)
downloadminetest-df1d215f4823b82f704b06eae0179c5e6c6b97af.tar.xz
Node vertex shader: Properly use the waved world position (#12665)
Diffstat (limited to 'client/shaders')
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl30
1 files changed, 15 insertions, 15 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index d1fba2830..40f0965e1 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -165,41 +165,34 @@ void main(void)
smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
#endif
- worldPosition = (mWorld * inVertexPosition).xyz;
-
+ vec4 pos = inVertexPosition;
// OpenGL < 4.3 does not support continued preprocessor lines
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
// Generate waves with Perlin-type noise.
// The constants are calibrated such that they roughly
// correspond to the old sine waves.
- vec4 pos = inVertexPosition;
- vec3 wavePos = worldPosition + cameraOffset;
+ vec3 wavePos = (mWorld * pos).xyz + cameraOffset;
// The waves are slightly compressed along the z-axis to get
// wave-fronts along the x-axis.
wavePos.x /= WATER_WAVE_LENGTH * 3.0;
wavePos.z /= WATER_WAVE_LENGTH * 2.0;
wavePos.z += animationTimer * WATER_WAVE_SPEED * 10.0;
pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0;
- gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
- vec4 pos = inVertexPosition;
pos.x += disp_x;
pos.y += disp_z * 0.1;
pos.z += disp_z;
- gl_Position = mWorldViewProj * pos;
#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
- vec4 pos = inVertexPosition;
if (varTexCoord.y < 0.05) {
pos.x += disp_x;
pos.z += disp_z;
}
- gl_Position = mWorldViewProj * pos;
-#else
- gl_Position = mWorldViewProj * inVertexPosition;
#endif
+ worldPosition = (mWorld * pos).xyz;
+ gl_Position = mWorldViewProj * pos;
vPosition = gl_Position.xyz;
- eyeVec = -(mWorldView * inVertexPosition).xyz;
+ eyeVec = -(mWorldView * pos).xyz;
vNormal = inVertexNormal;
// Calculate color.
@@ -228,18 +221,25 @@ void main(void)
#ifdef ENABLE_DYNAMIC_SHADOWS
if (f_shadow_strength > 0.0) {
+#if MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
+ // The shadow shaders don't apply waving when creating the shadow-map.
+ // We are using the not waved inVertexPosition to avoid ugly self-shadowing.
+ vec4 shadow_pos = inVertexPosition;
+#else
+ vec4 shadow_pos = pos;
+#endif
vec3 nNormal;
f_normal_length = length(vNormal);
/* normalOffsetScale is in world coordinates (1/10th of a meter)
z_bias is in light space coordinates */
float normalOffsetScale, z_bias;
- float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * inVertexPosition));
+ float pFactor = getPerspectiveFactor(getRelativePosition(m_ShadowViewProj * mWorld * shadow_pos));
if (f_normal_length > 0.0) {
nNormal = normalize(vNormal);
cosLight = dot(nNormal, -v_LightDirection);
float sinLight = pow(1 - pow(cosLight, 2.0), 0.5);
- normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
+ normalOffsetScale = 2.0 * pFactor * pFactor * sinLight * min(f_shadowfar, 500.0) /
xyPerspectiveBias1 / f_textureresolution;
z_bias = 1.0 * sinLight / cosLight;
}
@@ -252,7 +252,7 @@ void main(void)
}
z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
- shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (inVertexPosition + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
+ shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (shadow_pos + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
shadow_position.z -= z_bias;
perspective_factor = pFactor;