From dae03382bf1e3abfcc33417c611b9194c7783b3f Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Mon, 9 Dec 2013 13:25:43 +0100 Subject: Optimize shaders code. Add settings at compile time. --- client/shaders/liquids_shader/opengl_vertex.glsl | 24 +++++++++--------------- 1 file changed, 9 insertions(+), 15 deletions(-) (limited to 'client/shaders/liquids_shader/opengl_vertex.glsl') 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; -- cgit v1.2.3