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-rw-r--r--client/shaders/object_shader/opengl_fragment.glsl11
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl25
2 files changed, 20 insertions, 16 deletions
diff --git a/client/shaders/object_shader/opengl_fragment.glsl b/client/shaders/object_shader/opengl_fragment.glsl
index 86d5c1c92..7ac182a63 100644
--- a/client/shaders/object_shader/opengl_fragment.glsl
+++ b/client/shaders/object_shader/opengl_fragment.glsl
@@ -8,6 +8,8 @@ uniform vec3 eyePosition;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
+varying lowp vec4 varColor;
+varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@@ -15,7 +17,7 @@ varying float vIDiff;
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = FOG_START;
-const float fogShadingParameter = 1 / ( 1 - fogStart);
+const float fogShadingParameter = 1.0 / (1.0 - fogStart);
#ifdef ENABLE_TONE_MAPPING
@@ -52,13 +54,14 @@ vec4 applyToneMapping(vec4 color)
void main(void)
{
vec3 color;
- vec2 uv = gl_TexCoord[0].st;
+ vec2 uv = varTexCoord.st;
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD
// If alpha is zero, we can just discard the pixel. This fixes transparency
- // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa.
+ // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa,
+ // and also on GLES 2, where GL_ALPHA_TEST is missing entirely.
if (base.a == 0.0) {
discard;
}
@@ -68,7 +71,7 @@ void main(void)
vec4 col = vec4(color.rgb, base.a);
- col.rgb *= gl_Color.rgb;
+ col.rgb *= varColor.rgb;
col.rgb *= emissiveColor.rgb * vIDiff;
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index f8c1cd932..e44984dc8 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -1,4 +1,3 @@
-uniform mat4 mWorldViewProj;
uniform mat4 mWorld;
uniform vec3 eyePosition;
@@ -7,6 +6,8 @@ uniform float animationTimer;
varying vec3 vNormal;
varying vec3 vPosition;
varying vec3 worldPosition;
+varying lowp vec4 varColor;
+varying mediump vec2 varTexCoord;
varying vec3 eyeVec;
varying float vIDiff;
@@ -18,31 +19,31 @@ float directional_ambient(vec3 normal)
{
vec3 v = normal * normal;
- if (normal.y < 0)
- return dot(v, vec3(0.670820f, 0.447213f, 0.836660f));
+ if (normal.y < 0.0)
+ return dot(v, vec3(0.670820, 0.447213, 0.836660));
- return dot(v, vec3(0.670820f, 1.000000f, 0.836660f));
+ return dot(v, vec3(0.670820, 1.000000, 0.836660));
}
void main(void)
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_Position = mWorldViewProj * gl_Vertex;
+ varTexCoord = (mTexture * inTexCoord0).st;
+ gl_Position = mWorldViewProj * inVertexPosition;
vPosition = gl_Position.xyz;
- vNormal = gl_Normal;
- worldPosition = (mWorld * gl_Vertex).xyz;
- eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
+ vNormal = inVertexNormal;
+ worldPosition = (mWorld * inVertexPosition).xyz;
+ eyeVec = -(mWorldView * inVertexPosition).xyz;
#if (MATERIAL_TYPE == TILE_MATERIAL_PLAIN) || (MATERIAL_TYPE == TILE_MATERIAL_PLAIN_ALPHA)
vIDiff = 1.0;
#else
// This is intentional comparison with zero without any margin.
// If normal is not equal to zero exactly, then we assume it's a valid, just not normalized vector
- vIDiff = length(gl_Normal) == 0.0
+ vIDiff = length(inVertexNormal) == 0.0
? 1.0
- : directional_ambient(normalize(gl_Normal));
+ : directional_ambient(normalize(inVertexNormal));
#endif
- gl_FrontColor = gl_BackColor = gl_Color;
+ varColor = inVertexColor;
}