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/alpha_shader/opengl_fragment.glsl | 37 +++++++++--------- client/shaders/alpha_shader/opengl_vertex.glsl | 21 +++++----- client/shaders/leaves_shader/opengl_fragment.glsl | 14 +++---- client/shaders/leaves_shader/opengl_vertex.glsl | 44 ++++++++++----------- client/shaders/liquids_shader/opengl_fragment.glsl | 15 +++----- client/shaders/liquids_shader/opengl_vertex.glsl | 24 +++++------- client/shaders/plants_shader/opengl_fragment.glsl | 15 +++----- client/shaders/plants_shader/opengl_vertex.glsl | 45 +++++++++++----------- client/shaders/solids_shader/opengl_fragment.glsl | 38 +++++++++--------- client/shaders/solids_shader/opengl_vertex.glsl | 21 +++++----- 10 files changed, 130 insertions(+), 144 deletions(-) (limited to 'client') diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl index 3c0f35eae..6ed00be25 100644 --- a/client/shaders/alpha_shader/opengl_fragment.glsl +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -1,45 +1,44 @@ -#version 120 - uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D useNormalmap; -uniform float enableBumpmapping; -uniform float enableParallaxOcclusion; -uniform float parallaxOcclusionScale; -uniform float parallaxOcclusionBias; - - uniform vec4 skyBgColor; uniform float fogDistance; +uniform vec3 eyePosition; varying vec3 vPosition; -varying vec3 tsEyeVec; varying vec3 eyeVec; +#ifdef ENABLE_PARALLAX_OCCLUSION +varying vec3 tsEyeVec; +#endif + const float e = 2.718281828459; 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; +#endif + +#ifdef ENABLE_PARALLAX_OCCLUSION 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)) { + + if (use_normalmap > 0.0) { float map_height = texture2D(normalTexture, uv).a; if (map_height < 1.0){ - float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; + float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS; uv = uv + height * tsEye; } } +#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); @@ -68,5 +67,5 @@ void main (void) float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, 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/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); diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl index 00b6884ab..31981f9b9 100644 --- a/client/shaders/leaves_shader/opengl_fragment.glsl +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -1,18 +1,13 @@ -#version 120 - uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D useNormalmap; -uniform float enableBumpmapping; - uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 eyeVec; -varying vec4 vColor; const float e = 2.718281828459; @@ -21,11 +16,12 @@ 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); @@ -54,5 +50,5 @@ void main (void) float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, 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/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl index 8dfb0669e..3702b1b50 100644 --- a/client/shaders/leaves_shader/opengl_vertex.glsl +++ b/client/shaders/leaves_shader/opengl_vertex.glsl @@ -1,40 +1,40 @@ -#version 120 - uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform float dayNightRatio; uniform float animationTimer; -uniform float enableWavingLeaves; uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 eyeVec; -float smoothCurve( float x ) { - return x * x *( 3.0 - 2.0 * x ); -} -float triangleWave( float x ) { - return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); -} -float smoothTriangleWave( float x ) { - return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; -} +#ifdef ENABLE_WAVING_LEAVES +float smoothCurve( float x ) { + return x * x *( 3.0 - 2.0 * x ); +} +float triangleWave( float x ) { + return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +} +float smoothTriangleWave( float x ) { + return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +} +#endif void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; - if (enableWavingLeaves == 1.0){ - vec4 pos = gl_Vertex; - vec4 pos2 = mTransWorld*gl_Vertex; - pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; - pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; - pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; - gl_Position = mWorldViewProj * pos; - } - else - gl_Position = mWorldViewProj * gl_Vertex; + +#ifdef ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; + vec4 pos2 = mTransWorld*gl_Vertex; + pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; + pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; + pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif vPosition = (mWorldViewProj * gl_Vertex).xyz; 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; diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl index abbcada88..31981f9b9 100644 --- a/client/shaders/plants_shader/opengl_fragment.glsl +++ b/client/shaders/plants_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)); col = mix(col, skyBgColor, 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/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl index c1bdd62a9..7987fc16d 100644 --- a/client/shaders/plants_shader/opengl_vertex.glsl +++ b/client/shaders/plants_shader/opengl_vertex.glsl @@ -1,43 +1,42 @@ -#version 120 - uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; uniform float dayNightRatio; uniform float animationTimer; -uniform float enableWavingPlants; - uniform vec3 eyePosition; varying vec3 vPosition; varying vec3 eyeVec; -float smoothCurve( float x ) { - return x * x *( 3.0 - 2.0 * x ); -} -float triangleWave( float x ) { - return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); -} -float smoothTriangleWave( float x ) { - return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; -} +#ifdef ENABLE_WAVING_PLANTS +float smoothCurve( float x ) { + return x * x *( 3.0 - 2.0 * x ); +} +float triangleWave( float x ) { + return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +} +float smoothTriangleWave( float x ) { + return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +} +#endif void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; - if (enableWavingPlants == 1.0){ - vec4 pos = gl_Vertex; - vec4 pos2 = mTransWorld * gl_Vertex; - if (gl_TexCoord[0].y < 0.05) { - pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; - pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; - } - gl_Position = mWorldViewProj * pos; + +#ifdef ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + vec4 pos2 = mTransWorld * gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { + pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; + pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; } - else - gl_Position = mWorldViewProj * gl_Vertex; + gl_Position = mWorldViewProj * pos; +#else + gl_Position = mWorldViewProj * gl_Vertex; +#endif vPosition = (mWorldViewProj * gl_Vertex).xyz; eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl index 0b6d8f3fc..d81506a4f 100644 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -1,23 +1,17 @@ -#version 120 - uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform sampler2D useNormalmap; -uniform float enableBumpmapping; -uniform float enableParallaxOcclusion; -uniform float parallaxOcclusionScale; -uniform float parallaxOcclusionBias; - - uniform vec4 skyBgColor; uniform float fogDistance; uniform vec3 eyePosition; varying vec3 vPosition; -varying vec3 tsEyeVec; varying vec3 eyeVec; -varying vec4 vColor; + +#ifdef ENABLE_PARALLAX_OCCLUSION +varying vec3 tsEyeVec; +#endif const float e = 2.718281828459; @@ -25,21 +19,24 @@ 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; +#endif + +#ifdef ENABLE_PARALLAX_OCCLUSION 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)) { + + if (use_normalmap > 0.0) { float map_height = texture2D(normalTexture, uv).a; if (map_height < 1.0){ - float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias; + float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS; uv = uv + height * tsEye; } } +#endif + /* Steep parallax code, for future use if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) { const float numSteps = 40.0; @@ -59,7 +56,8 @@ void main (void) } */ - 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); @@ -88,5 +86,5 @@ void main (void) float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, 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/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl index c26fdd3d5..e359955d0 100644 --- a/client/shaders/solids_shader/opengl_vertex.glsl +++ b/client/shaders/solids_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); -- cgit v1.2.3