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authorRealBadAngel <mk@realbadangel.pl>2013-12-09 13:25:43 +0100
committerRealBadAngel <mk@realbadangel.pl>2013-12-09 13:28:50 +0100
commitdae03382bf1e3abfcc33417c611b9194c7783b3f (patch)
treec74773f8136d4d9db008b9092a11d3d084182d08 /client/shaders/solids_shader
parent50b0e9f7a4916044b1938d461c9c4029b30569da (diff)
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Optimize shaders code. Add settings at compile time.
Diffstat (limited to 'client/shaders/solids_shader')
-rw-r--r--client/shaders/solids_shader/opengl_fragment.glsl38
-rw-r--r--client/shaders/solids_shader/opengl_vertex.glsl21
2 files changed, 30 insertions, 29 deletions
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl
index 0b6d8f3fc..d81506a4f 100644
--- a/client/shaders/solids_shader/opengl_fragment.glsl
+++ b/client/shaders/solids_shader/opengl_fragment.glsl
@@ -1,23 +1,17 @@
-#version 120
-
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
-uniform float enableBumpmapping;
-uniform float enableParallaxOcclusion;
-uniform float parallaxOcclusionScale;
-uniform float parallaxOcclusionBias;
-
-
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
-varying vec3 tsEyeVec;
varying vec3 eyeVec;
-varying vec4 vColor;
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
+varying vec3 tsEyeVec;
+#endif
const float e = 2.718281828459;
@@ -25,21 +19,24 @@ void main (void)
{
vec3 color;
vec2 uv = gl_TexCoord[0].st;
-
-#ifdef NORMALS
+
+#ifdef USE_NORMALMAPS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+#endif
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
float height;
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
-
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
- if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
+
+ if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
- float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
+ float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
+#endif
+
/* Steep parallax code, for future use
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
const float numSteps = 40.0;
@@ -59,7 +56,8 @@ void main (void)
}
*/
- if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
+#ifdef ENABLE_BUMPMAPPING
+ if (use_normalmap > 0.0) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
@@ -88,5 +86,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
col = mix(col, skyBgColor, d);
}
- gl_FragColor = vec4(col.r, col.g, col.b, alpha);
+ gl_FragColor = vec4(col.r, col.g, col.b, alpha);
}
diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl
index c26fdd3d5..e359955d0 100644
--- a/client/shaders/solids_shader/opengl_vertex.glsl
+++ b/client/shaders/solids_shader/opengl_vertex.glsl
@@ -1,5 +1,3 @@
-#version 120
-
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
@@ -9,14 +7,19 @@ uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
+
+#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
+#endif
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 normal,tangent,binormal;
+#ifdef ENABLE_PARALLAX_OCCLUSION
+ vec3 normal,tangent,binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
if (gl_Normal.x > 0.5) {
@@ -44,14 +47,14 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
-
- mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
- tangent.y, binormal.y, normal.y,
- tangent.z, binormal.z, normal.z);
- eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
+ mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
tsEyeVec = normalize(eyeVec * tbnMatrix);
-
+#endif
+
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);