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Remove all bump mapping and parallax occlusion related code.

This commit is contained in:
Lars 2020-10-12 13:29:31 -07:00 committed by lhofhansl
parent f43d1cfa81
commit ed22260822
17 changed files with 24 additions and 384 deletions

View file

@ -1,6 +1,4 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
uniform sampler2D textureFlags;
uniform vec4 emissiveColor;
uniform vec4 skyBgColor;
@ -12,14 +10,8 @@ varying vec3 vPosition;
varying vec3 worldPosition;
varying vec3 eyeVec;
varying vec3 lightVec;
varying float vIDiff;
bool normalTexturePresent = false;
bool texTileableHorizontal = false;
bool texTileableVertical = false;
bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
const float fogStart = FOG_START;
@ -57,44 +49,10 @@ vec4 applyToneMapping(vec4 color)
}
#endif
void get_texture_flags()
{
vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
if (flags.r > 0.5) {
normalTexturePresent = true;
}
if (flags.g > 0.5) {
texTileableHorizontal = true;
}
if (flags.b > 0.5) {
texTileableVertical = true;
}
if (texTileableHorizontal && texTileableVertical) {
texSeamless = true;
}
}
vec4 get_normal_map(vec2 uv)
{
vec4 bump = texture2D(normalTexture, uv).rgba;
bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
return bump;
}
void main(void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
get_texture_flags();
#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
}
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
@ -106,19 +64,7 @@ void main(void)
}
#endif
#ifdef ENABLE_BUMPMAPPING
if (use_normalmap) {
vec3 L = normalize(lightVec);
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
float diffuse = dot(-E,bump.xyz);
color = (diffuse + 0.1 * specular) * base.rgb;
} else {
color = base.rgb;
}
#else
color = base.rgb;
#endif
vec4 col = vec4(color.rgb, base.a);