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_vertex.glsl | 44 ++++++++++++------------- 1 file changed, 22 insertions(+), 22 deletions(-) (limited to 'client/shaders/leaves_shader/opengl_vertex.glsl') diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl index 8dfb0669e..3702b1b50 100644 --- a/client/shaders/leaves_shader/opengl_vertex.glsl +++ b/client/shaders/leaves_shader/opengl_vertex.glsl @@ -1,40 +1,40 @@ -#version 120 - uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform float dayNightRatio; uniform float animationTimer; -uniform float enableWavingLeaves; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 eyeVec; -float smoothCurve( float x ) { - return x * x *( 3.0 - 2.0 * x ); -} -float triangleWave( float x ) { - return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); -} -float smoothTriangleWave( float x ) { - return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; -} +#ifdef ENABLE_WAVING_LEAVES +float smoothCurve( float x ) { + return x * x *( 3.0 - 2.0 * x ); +} +float triangleWave( float x ) { + return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +} +float smoothTriangleWave( float x ) { + return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +} +#endif void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; - if (enableWavingLeaves == 1.0){ - vec4 pos = gl_Vertex; - vec4 pos2 = mTransWorld*gl_Vertex; - pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; - pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; - pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; - gl_Position = mWorldViewProj * pos; - } - else - gl_Position = mWorldViewProj * gl_Vertex; + +#ifdef ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; + vec4 pos2 = mTransWorld*gl_Vertex; + pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; + pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; + pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif vPosition = (mWorldViewProj * gl_Vertex).xyz; -- cgit v1.2.3