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Remove "generate normal maps" feature (#10313)

Erase all traces of normal "generation" from fragment shaders
Remove the "feature" from the engine and default config
Remove any leftover documentation of it
This commit is contained in:
hecks 2020-09-14 19:27:25 +02:00 committed by GitHub
parent 3fb1f45301
commit fcff9f2911
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 12 additions and 158 deletions

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@ -71,16 +71,6 @@ void get_texture_flags()
}
}
float intensity(vec3 color)
{
return (color.r + color.g + color.b) / 3.0;
}
float get_rgb_height(vec2 uv)
{
return intensity(texture2D(baseTexture, uv).rgb);
}
vec4 get_normal_map(vec2 uv)
{
vec4 bump = texture2D(normalTexture, uv).rgba;
@ -115,19 +105,6 @@ float find_intersection(vec2 dp, vec2 ds)
return best_depth;
}
float find_intersectionRGB(vec2 dp, vec2 ds)
{
const float depth_step = 1.0 / 24.0;
float depth = 1.0;
for (int i = 0 ; i < 24 ; i++) {
float h = get_rgb_height(dp + ds * depth);
if (h >= depth)
break;
depth -= depth_step;
}
return depth;
}
void main(void)
{
vec3 color;
@ -149,21 +126,17 @@ void main(void)
float h = normal.a * scale - bias;
uv += h * normal.z * eyeRay;
}
}
#endif
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersection(uv, ds);
uv += dist * ds;
#endif
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersectionRGB(uv, ds);
uv += dist * ds;
}
#endif
#endif
#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
@ -172,22 +145,6 @@ void main(void)
}
#endif
#if GENERATE_NORMALMAPS == 1
if (normalTexturePresent == false) {
float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
float r = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y));
float br = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y - SAMPLE_STEP));
float b = get_rgb_height(vec2(uv.x, uv.y - SAMPLE_STEP));
float bl = get_rgb_height(vec2(uv.x -SAMPLE_STEP, uv.y - SAMPLE_STEP));
float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y));
float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
use_normalmap = true;
}
#endif
vec4 base = texture2D(baseTexture, uv).rgba;
#ifdef USE_DISCARD