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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

@ -1,5 +1,3 @@
#version 120
uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
@ -9,14 +7,19 @@ uniform vec3 eyePosition;
varying vec3 vPosition;
varying vec3 eyeVec;
#ifdef ENABLE_PARALLAX_OCCLUSION
varying vec3 tsEyeVec;
#endif
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
vec3 normal,tangent,binormal;
#ifdef ENABLE_PARALLAX_OCCLUSION
vec3 normal,tangent,binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
if (gl_Normal.x > 0.5) {
@ -44,14 +47,14 @@ void main(void)
tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
}
mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
tangent.y, binormal.y, normal.y,
tangent.z, binormal.z, normal.z);
tsEyeVec = normalize(eyeVec * tbnMatrix);
#endif
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);