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/solids_shader/opengl_fragment.glsl | 38 +++++++++++------------ client/shaders/solids_shader/opengl_vertex.glsl | 21 +++++++------ 2 files changed, 30 insertions(+), 29 deletions(-) (limited to 'client/shaders/solids_shader') 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); -- cgit v1.2.3