File tree 2 files changed +14
-4
lines changed
client/shaders/nodes_shader
2 files changed +14
-4
lines changed Original file line number Diff line number Diff line change @@ -51,7 +51,7 @@ centroid varying float nightRatio;
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varying highp vec3 eyeVec;
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#ifdef ENABLE_DYNAMIC_SHADOWS
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- #if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER)
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+ #if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WATER_REFLECTIONS && ENABLE_WAVING_WATER)
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vec4 perm(vec4 x)
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{
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return mod (((x * 34.0 ) + 1.0 ) * x, 289.0 );
@@ -502,7 +502,7 @@ void main(void)
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vec3 viewVec = normalize (worldPosition + cameraOffset - cameraPosition);
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// Water reflections
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- #if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WAVING_LIQUID && ENABLE_WAVING_WATER)
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+ #if (defined(ENABLE_WATER_REFLECTIONS) && MATERIAL_WATER_REFLECTIONS && ENABLE_WAVING_WATER)
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vec3 wavePos = worldPosition * vec3 (2.0 , 0.0 , 2.0 );
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float off = animationTimer * WATER_WAVE_SPEED * 10.0 ;
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wavePos.x /= WATER_WAVE_LENGTH * 3.0 ;
@@ -530,7 +530,7 @@ void main(void)
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col.rgb += water_reflect_color * f_adj_shadow_strength * brightness_factor;
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#endif
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- #if (defined(ENABLE_NODE_SPECULAR) && ! MATERIAL_WAVING_LIQUID )
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+ #if (defined(ENABLE_NODE_SPECULAR) && ! MATERIAL_WATER_REFLECTIONS )
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// Apply specular to blocks.
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if (dot (v_LightDirection, vNormal) < 0.0 ) {
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float intensity = 2.0 * (1.0 - (base.r * varColor.r));
Original file line number Diff line number Diff line change @@ -687,13 +687,23 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
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case TILE_MATERIAL_WAVING_LIQUID_BASIC:
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- case TILE_MATERIAL_LIQUID_TRANSPARENT:
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shaders_header << " #define MATERIAL_WAVING_LIQUID 1\n " ;
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break ;
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default :
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shaders_header << " #define MATERIAL_WAVING_LIQUID 0\n " ;
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break ;
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}
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+ switch (material_type) {
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+ case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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+ case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
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+ case TILE_MATERIAL_WAVING_LIQUID_BASIC:
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+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
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+ shaders_header << " #define MATERIAL_WATER_REFLECTIONS 1\n " ;
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+ break ;
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+ default :
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+ shaders_header << " #define MATERIAL_WATER_REFLECTIONS 0\n " ;
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+ break ;
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+ }
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shaders_header << " #define ENABLE_WAVING_LEAVES " << g_settings->getBool (" enable_waving_leaves" ) << " \n " ;
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shaders_header << " #define ENABLE_WAVING_PLANTS " << g_settings->getBool (" enable_waving_plants" ) << " \n " ;
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