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Optimize shaders code. Add settings at compile time.

This commit is contained in:
RealBadAngel 2013-12-09 13:25:43 +01:00
parent 50b0e9f7a4
commit dae03382bf
13 changed files with 181 additions and 195 deletions

View file

@ -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);
}

View file

@ -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;