mirror of
https://github.com/luanti-org/luanti.git
synced 2025-07-22 17:18:39 +00:00
Optimize shaders code. Add settings at compile time.
This commit is contained in:
parent
50b0e9f7a4
commit
dae03382bf
13 changed files with 181 additions and 195 deletions
|
@ -1,43 +1,42 @@
|
|||
#version 120
|
||||
|
||||
uniform mat4 mWorldViewProj;
|
||||
uniform mat4 mInvWorld;
|
||||
uniform mat4 mTransWorld;
|
||||
uniform float dayNightRatio;
|
||||
uniform float animationTimer;
|
||||
|
||||
uniform float enableWavingPlants;
|
||||
|
||||
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_PLANTS
|
||||
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 (enableWavingPlants == 1.0){
|
||||
vec4 pos = gl_Vertex;
|
||||
vec4 pos2 = mTransWorld * gl_Vertex;
|
||||
if (gl_TexCoord[0].y < 0.05) {
|
||||
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
||||
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
||||
}
|
||||
gl_Position = mWorldViewProj * pos;
|
||||
|
||||
#ifdef ENABLE_WAVING_PLANTS
|
||||
vec4 pos = gl_Vertex;
|
||||
vec4 pos2 = mTransWorld * gl_Vertex;
|
||||
if (gl_TexCoord[0].y < 0.05) {
|
||||
pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
|
||||
pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
|
||||
}
|
||||
else
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
gl_Position = mWorldViewProj * pos;
|
||||
#else
|
||||
gl_Position = mWorldViewProj * gl_Vertex;
|
||||
#endif
|
||||
|
||||
vPosition = (mWorldViewProj * gl_Vertex).xyz;
|
||||
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue