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author | RealBadAngel <mk@realbadangel.pl> | 2013-12-09 13:25:43 +0100 |
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committer | RealBadAngel <mk@realbadangel.pl> | 2013-12-09 13:28:50 +0100 |
commit | dae03382bf1e3abfcc33417c611b9194c7783b3f (patch) | |
tree | c74773f8136d4d9db008b9092a11d3d084182d08 /client/shaders/alpha_shader/opengl_vertex.glsl | |
parent | 50b0e9f7a4916044b1938d461c9c4029b30569da (diff) | |
download | minetest-dae03382bf1e3abfcc33417c611b9194c7783b3f.tar.gz minetest-dae03382bf1e3abfcc33417c611b9194c7783b3f.tar.bz2 minetest-dae03382bf1e3abfcc33417c611b9194c7783b3f.zip |
Optimize shaders code. Add settings at compile time.
Diffstat (limited to 'client/shaders/alpha_shader/opengl_vertex.glsl')
-rw-r--r-- | client/shaders/alpha_shader/opengl_vertex.glsl | 21 |
1 files changed, 12 insertions, 9 deletions
diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl index c26fdd3d5..e359955d0 100644 --- a/client/shaders/alpha_shader/opengl_vertex.glsl +++ b/client/shaders/alpha_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);
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