From 516f1bcd1625d41c33ad2056220db072349c52c9 Mon Sep 17 00:00:00 2001 From: Craig Robbins Date: Fri, 16 Jan 2015 01:30:03 +1000 Subject: Revert "Optimize bumpmapping mathematics" This reverts commit 148fffb0f23fa437c67639ff3cc69177fb71d76a. --- client/shaders/water_surface_shader/opengl_fragment.glsl | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) (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 7ef30cc52..2a1cbc568 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -87,12 +87,7 @@ 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); - /* 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 + color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; } else { color = base.rgb; } -- cgit v1.2.3