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VBO-related optimizations and improvements (#14395)

This commit is contained in:
sfan5 2024-02-19 19:04:20 +01:00
parent d85c842ce9
commit bb7f57b095
22 changed files with 439 additions and 322 deletions

View file

@ -0,0 +1,17 @@
uniform vec4 fogColor;
uniform float fogDistance;
uniform float fogShadingParameter;
varying vec3 eyeVec;
varying lowp vec4 varColor;
void main(void)
{
vec4 col = varColor;
float clarity = clamp(fogShadingParameter
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col.rgb = mix(fogColor.rgb, col.rgb, clarity);
gl_FragColor = col;
}

View file

@ -0,0 +1,21 @@
uniform vec4 emissiveColor;
varying lowp vec4 varColor;
varying vec3 eyeVec;
void main(void)
{
gl_Position = mWorldViewProj * inVertexPosition;
#ifdef GL_ES
vec4 color = inVertexColor.bgra;
#else
vec4 color = inVertexColor;
#endif
color *= emissiveColor;
varColor = color;
eyeVec = -(mWorldView * inVertexPosition).xyz;
}

View file

@ -1,6 +1,6 @@
uniform vec4 starColor;
uniform vec4 emissiveColor;
void main(void)
{
gl_FragColor = starColor;
gl_FragColor = emissiveColor;
}