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_fragment.glsl | 15 ++++++-------- client/shaders/liquids_shader/opengl_vertex.glsl | 24 ++++++++-------------- 2 files changed, 15 insertions(+), 24 deletions(-) (limited to 'client/shaders/liquids_shader') 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; -- cgit v1.2.3