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Optimize shaders code. Add settings at compile time.
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13 changed files with 181 additions and 195 deletions
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@ -1,5 +1,3 @@
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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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@ -9,14 +7,19 @@ uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 eyeVec;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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varying vec3 tsEyeVec;
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#endif
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void main(void)
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{
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gl_Position = mWorldViewProj * gl_Vertex;
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vPosition = (mWorldViewProj * gl_Vertex).xyz;
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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vec3 normal,tangent,binormal;
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#ifdef ENABLE_PARALLAX_OCCLUSION
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vec3 normal,tangent,binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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if (gl_Normal.x > 0.5) {
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@ -44,14 +47,14 @@ void main(void)
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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tsEyeVec = normalize(eyeVec * tbnMatrix);
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#endif
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vec4 color;
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//color = vec4(1.0, 1.0, 1.0, 1.0);
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