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Optimize bumpmapping mathematics

OpenGL_vertex:
* bufferize a duplicate calcul
* Factorize vertexes
This commit is contained in:
Loic Blot 2015-01-15 23:11:56 +10:00 committed by Craig Robbins
parent bd0d786590
commit 148fffb0f2
4 changed files with 61 additions and 20 deletions

View file

@ -87,7 +87,12 @@ vec4 base = texture2D(baseTexture, uv).rgba;
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
float diffuse = dot(E,bump.xyz);
color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
/* Mathematic optimization
* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
* end: 2 multiplications + 3 additions)
*/
color = (0.05 + diffuse + 0.2 * specular) * base.rgb
} else {
color = base.rgb;
}