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Optimize shaders code. Add settings at compile time.
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parent
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commit
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13 changed files with 181 additions and 195 deletions
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@ -1,16 +1,9 @@
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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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uniform float dayNightRatio;
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uniform float animationTimer;
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uniform float enableWavingWater;
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uniform float waterWaveLength;
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uniform float waterWaveHeight;
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uniform float waterWaveSpeed;
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uniform vec3 eyePosition;
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varying vec3 vPosition;
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@ -18,14 +11,15 @@ varying vec3 eyeVec;
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void main(void)
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{
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if (enableWavingWater == 1.0){
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vec4 pos2 = gl_Vertex;
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pos2.y -= 2.0;
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pos2.y -= sin (pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) * waterWaveHeight
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+ sin ((pos2.z/waterWaveLength + animationTimer * waterWaveSpeed * waterWaveLength) / 7.0) * waterWaveHeight;
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gl_Position = mWorldViewProj * pos2;
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} else
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gl_Position = mWorldViewProj * gl_Vertex;
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#ifdef ENABLE_WAVING_WATER
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vec4 pos2 = gl_Vertex;
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pos2.y -= 2.0;
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pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
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+ sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
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gl_Position = mWorldViewProj * pos2;
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#else
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gl_Position = mWorldViewProj * gl_Vertex;
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#endif
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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