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authorRealBadAngel <mk@realbadangel.pl>2013-12-09 13:25:43 +0100
committerRealBadAngel <mk@realbadangel.pl>2013-12-09 13:28:50 +0100
commitdae03382bf1e3abfcc33417c611b9194c7783b3f (patch)
treec74773f8136d4d9db008b9092a11d3d084182d08 /client/shaders/liquids_shader
parent50b0e9f7a4916044b1938d461c9c4029b30569da (diff)
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Optimize shaders code. Add settings at compile time.
Diffstat (limited to 'client/shaders/liquids_shader')
-rw-r--r--client/shaders/liquids_shader/opengl_fragment.glsl15
-rw-r--r--client/shaders/liquids_shader/opengl_vertex.glsl24
2 files changed, 15 insertions, 24 deletions
diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl
index b9156d06e..cab8d8e01 100644
--- a/client/shaders/liquids_shader/opengl_fragment.glsl
+++ b/client/shaders/liquids_shader/opengl_fragment.glsl
@@ -1,11 +1,7 @@
-#version 120
-
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
-uniform float enableBumpmapping;
-
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
@@ -19,12 +15,13 @@ 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;
- float enable_bumpmapping = enableBumpmapping;
+#endif
- 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);
@@ -53,5 +50,5 @@ void main (void)
float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
alpha = mix(alpha, 0.0, 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/liquids_shader/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl
index 8ceb9f2cb..e8f185825 100644
--- a/client/shaders/liquids_shader/opengl_vertex.glsl
+++ b/client/shaders/liquids_shader/opengl_vertex.glsl
@@ -1,16 +1,9 @@
-#version 120
-
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;
uniform float animationTimer;
-uniform float enableWavingWater;
-uniform float waterWaveLength;
-uniform float waterWaveHeight;
-uniform float waterWaveSpeed;
-
uniform vec3 eyePosition;
varying vec3 vPosition;
@@ -18,14 +11,15 @@ varying vec3 eyeVec;
void main(void)
{
- if (enableWavingWater == 1.0){
- vec4 pos2 = gl_Vertex;
- pos2.y -= 2.0;
- pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
- + sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
- gl_Position = mWorldViewProj * pos2;
- } else
- gl_Position = mWorldViewProj * gl_Vertex;
+#ifdef ENABLE_WAVING_WATER
+ vec4 pos2 = gl_Vertex;
+ pos2.y -= 2.0;
+ pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
+ + sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
+ gl_Position = mWorldViewProj * pos2;
+#else
+ gl_Position = mWorldViewProj * gl_Vertex;
+#endif
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vPosition = (mWorldViewProj * gl_Vertex).xyz;