diff options
-rw-r--r-- | client/shaders/alpha_shader/opengl_fragment.glsl | 11 | ||||
-rw-r--r-- | client/shaders/leaves_shader/opengl_fragment.glsl | 10 | ||||
-rw-r--r-- | client/shaders/liquids_shader/opengl_fragment.glsl | 10 | ||||
-rw-r--r-- | client/shaders/plants_shader/opengl_fragment.glsl | 10 | ||||
-rw-r--r-- | client/shaders/solids_shader/opengl_fragment.glsl | 11 | ||||
-rw-r--r-- | src/shader.cpp | 9 |
6 files changed, 46 insertions, 15 deletions
diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl index e72c1b9a6..3c0f35eae 100644 --- a/client/shaders/alpha_shader/opengl_fragment.glsl +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -21,14 +21,16 @@ const float e = 2.718281828459; void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+
+#ifdef NORMALS
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)) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
@@ -49,6 +51,9 @@ void main (void) } else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = texture2D(baseTexture, uv).a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl index 127b32d51..00b6884ab 100644 --- a/client/shaders/leaves_shader/opengl_fragment.glsl +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -18,12 +18,13 @@ const float e = 2.718281828459; void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+#ifdef NORMALS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
+
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 vVec = normalize(eyeVec);
@@ -36,6 +37,9 @@ void main (void) } else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = texture2D(baseTexture, uv).a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl index a5ffd71bb..b9156d06e 100644 --- a/client/shaders/liquids_shader/opengl_fragment.glsl +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -17,11 +17,12 @@ const float e = 2.718281828459; void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+
+#ifdef NORMALS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
vec3 base = texture2D(baseTexture, uv).rgb;
@@ -35,6 +36,9 @@ void main (void) } else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = gl_Color.a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl index de6ad4c05..abbcada88 100644 --- a/client/shaders/plants_shader/opengl_fragment.glsl +++ b/client/shaders/plants_shader/opengl_fragment.glsl @@ -17,11 +17,12 @@ const float e = 2.718281828459; void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+
+#ifdef NORMALS
+ float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
+ float enable_bumpmapping = enableBumpmapping;
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
vec3 base = texture2D(baseTexture, uv).rgb;
@@ -35,6 +36,9 @@ void main (void) } else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = texture2D(baseTexture, uv).a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl index 80efc86a7..0b6d8f3fc 100644 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -23,14 +23,16 @@ const float e = 2.718281828459; void main (void)
{
- float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
- float enable_bumpmapping = enableBumpmapping;
-
vec3 color;
vec2 uv = gl_TexCoord[0].st;
+
+#ifdef NORMALS
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)) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
@@ -69,6 +71,9 @@ void main (void) } else {
color = texture2D(baseTexture, uv).rgb;
}
+#else
+ color = texture2D(baseTexture, uv).rgb;
+#endif
float alpha = texture2D(baseTexture, uv).a;
vec4 col = vec4(color.r, color.g, color.b, alpha);
diff --git a/src/shader.cpp b/src/shader.cpp index ec192b9a2..76af23686 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -673,6 +673,15 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, if(vertex_program == "" && pixel_program == "" && geometry_program == "") return shaderinfo; + if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) { + if(vertex_program != "") + vertex_program = "#define NORMALS\n" + vertex_program; + if(pixel_program != "") + pixel_program = "#define NORMALS\n" + pixel_program; + if(geometry_program != "") + geometry_program = "#define NORMALS\n" + geometry_program; + } + // Call addHighLevelShaderMaterial() or addShaderMaterial() const c8* vertex_program_ptr = 0; const c8* pixel_program_ptr = 0; |