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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

@ -1,11 +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
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
#ifdef USE_NORMALMAPS
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
#endif
#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);
}

View file

@ -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;