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Optimize shaders code. Add settings at compile time.
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13 changed files with 181 additions and 195 deletions
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@ -1,45 +1,44 @@
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#version 120
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform sampler2D useNormalmap;
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uniform float enableBumpmapping;
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uniform float enableParallaxOcclusion;
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uniform float parallaxOcclusionScale;
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uniform float parallaxOcclusionBias;
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uniform vec4 skyBgColor;
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uniform float fogDistance;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 tsEyeVec;
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varying vec3 eyeVec;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 tsEyeVec;
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#endif
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const float e = 2.718281828459;
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void main (void)
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{
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vec3 color;
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vec2 uv = gl_TexCoord[0].st;
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#ifdef NORMALS
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#ifdef USE_NORMALMAPS
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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#endif
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#ifdef ENABLE_PARALLAX_OCCLUSION
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float height;
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vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
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float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
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float enable_bumpmapping = enableBumpmapping;
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if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
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if (use_normalmap > 0.0) {
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float map_height = texture2D(normalTexture, uv).a;
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if (map_height < 1.0){
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float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
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float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
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uv = uv + height * tsEye;
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}
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}
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#endif
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if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
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#ifdef ENABLE_BUMPMAPPING
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if (use_normalmap > 0.0) {
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vec3 base = texture2D(baseTexture, uv).rgb;
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vec3 vVec = normalize(eyeVec);
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vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
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@ -68,5 +67,5 @@ void main (void)
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float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));
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col = mix(col, skyBgColor, d);
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}
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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gl_FragColor = vec4(col.r, col.g, col.b, alpha);
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}
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@ -1,5 +1,3 @@
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#version 120
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uniform mat4 mWorldViewProj;
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uniform mat4 mInvWorld;
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uniform mat4 mTransWorld;
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@ -9,14 +7,19 @@ uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 tsEyeVec;
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#endif
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vec3 normal,tangent,binormal;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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vec3 normal,tangent,binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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if (gl_Normal.x > 0.5) {
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@ -44,14 +47,14 @@ void main(void)
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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tsEyeVec = normalize(eyeVec * tbnMatrix);
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#endif
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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