From 148fffb0f23fa437c67639ff3cc69177fb71d76a Mon Sep 17 00:00:00 2001 From: Loic Blot Date: Thu, 15 Jan 2015 23:11:56 +1000 Subject: Optimize bumpmapping mathematics OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes --- client/shaders/water_surface_shader/opengl_fragment.glsl | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'client/shaders/water_surface_shader/opengl_fragment.glsl') diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 2a1cbc568..7ef30cc52 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -87,7 +87,12 @@ vec4 base = texture2D(baseTexture, uv).rgba; vec3 E = normalize(eyeVec); float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5); float diffuse = dot(E,bump.xyz); - color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; + /* Mathematic optimization + * Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; + * This optimization save 2 multiplications (orig: 4 multiplications + 3 additions + * end: 2 multiplications + 3 additions) + */ + color = (0.05 + diffuse + 0.2 * specular) * base.rgb } else { color = base.rgb; } -- cgit v1.2.3