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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

@ -1,23 +1,17 @@
#version 120
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D useNormalmap;
uniform float enableBumpmapping;
uniform float enableParallaxOcclusion;
uniform float parallaxOcclusionScale;
uniform float parallaxOcclusionBias;
uniform vec4 skyBgColor;
uniform float fogDistance;
uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 tsEyeVec;
varying vec3 eyeVec;
varying vec4 vColor;
#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif
const float e = 2.718281828459;
@ -25,21 +19,24 @@ 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;
#endif
#ifdef ENABLE_PARALLAX_OCCLUSION
float height;
vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);
float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;
float enable_bumpmapping = enableBumpmapping;
if ((enableParallaxOcclusion == 1.0) && (use_normalmap > 0.0)) {
if (use_normalmap > 0.0) {
float map_height = texture2D(normalTexture, uv).a;
if (map_height < 1.0){
float height = parallaxOcclusionScale * map_height - parallaxOcclusionBias;
float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;
uv = uv + height * tsEye;
}
}
#endif
/* Steep parallax code, for future use
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
const float numSteps = 40.0;
@ -59,7 +56,8 @@ void main (void)
}
*/
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);
@ -88,5 +86,5 @@ 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);
}