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-rw-r--r--client/shaders/alpha_shader/opengl_fragment.glsl11
-rw-r--r--client/shaders/leaves_shader/opengl_fragment.glsl10
-rw-r--r--client/shaders/liquids_shader/opengl_fragment.glsl10
-rw-r--r--client/shaders/plants_shader/opengl_fragment.glsl10
-rw-r--r--client/shaders/solids_shader/opengl_fragment.glsl11
5 files changed, 37 insertions, 15 deletions
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl
index e72c1b9a6..3c0f35eae 100644
--- a/client/shaders/alpha_shader/opengl_fragment.glsl
+++ b/client/shaders/alpha_shader/opengl_fragment.glsl
@@ -21,14 +21,16 @@ const float e = 2.718281828459;
void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+
+#ifdef NORMALS
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)) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
@@ -49,6 +51,9 @@ void main (void)
} else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = texture2D(baseTexture, uv).a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl
index 127b32d51..00b6884ab 100644
--- a/client/shaders/leaves_shader/opengl_fragment.glsl
+++ b/client/shaders/leaves_shader/opengl_fragment.glsl
@@ -18,12 +18,13 @@ const float e = 2.718281828459;
void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+#ifdef NORMALS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
@@ -36,6 +37,9 @@ void main (void)
} else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = texture2D(baseTexture, uv).a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl
index a5ffd71bb..b9156d06e 100644
--- a/client/shaders/liquids_shader/opengl_fragment.glsl
+++ b/client/shaders/liquids_shader/opengl_fragment.glsl
@@ -17,11 +17,12 @@ const float e = 2.718281828459;
void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+
+#ifdef NORMALS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
vec3 base = texture2D(baseTexture, uv).rgb;
@@ -35,6 +36,9 @@ void main (void)
} else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = gl_Color.a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl
index de6ad4c05..abbcada88 100644
--- a/client/shaders/plants_shader/opengl_fragment.glsl
+++ b/client/shaders/plants_shader/opengl_fragment.glsl
@@ -17,11 +17,12 @@ const float e = 2.718281828459;
void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+
+#ifdef NORMALS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
vec3 base = texture2D(baseTexture, uv).rgb;
@@ -35,6 +36,9 @@ void main (void)
} else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = texture2D(baseTexture, uv).a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl
index 80efc86a7..0b6d8f3fc 100644
--- a/client/shaders/solids_shader/opengl_fragment.glsl
+++ b/client/shaders/solids_shader/opengl_fragment.glsl
@@ -23,14 +23,16 @@ const float e = 2.718281828459;
void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+
+#ifdef NORMALS
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)) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
@@ -69,6 +71,9 @@ void main (void)
} else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = texture2D(baseTexture, uv).a;
vec4 col = vec4(color.r, color.g, color.b, alpha);