From dae03382bf1e3abfcc33417c611b9194c7783b3f Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Mon, 9 Dec 2013 13:25:43 +0100 Subject: Optimize shaders code. Add settings at compile time. --- client/shaders/leaves_shader/opengl_fragment.glsl | 14 +++++--------- 1 file changed, 5 insertions(+), 9 deletions(-) (limited to 'client/shaders/leaves_shader/opengl_fragment.glsl') diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl index 00b6884ab..31981f9b9 100644 --- a/client/shaders/leaves_shader/opengl_fragment.glsl +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -1,18 +1,13 @@ -#version 120 - uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D useNormalmap; -uniform float enableBumpmapping; - uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 eyeVec; -varying vec4 vColor; const float e = 2.718281828459; @@ -21,11 +16,12 @@ 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; - float enable_bumpmapping = enableBumpmapping; +#endif - 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); @@ -54,5 +50,5 @@ 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); } -- cgit v1.2.3